White Mage: Guide to Weapons and Armor

__TOC__
=== Contains some out of era info!!! ===
===Introduction===
The purpose of this guide is to analyze gear by level for WHM to provide an idea of what are the top choices regarding gear for aspiring WHMs. Two sets of gear are provided: party and melee. Party gear focuses on gear that would help a WHM to main heal and focuses on stats like MND, MP, and Cure Potency as well as macro gear like HMP, enfeebling skill and HP. Melee gear is meant for the ballista or solo WHM and focuses on stats like haste, accuracy, attack, STR and MND. Although WHM does not blossom as a solo melee until after Hexa Strike, there may be situations you will want to melee at lower levels, such as in capped Ballista for the adventurous or to farm.
It is important to keep in mind that this guide is a guide and therefore not the end-be-all list of what a WHM can and cannot wear. Gear is situational and a WHM with multiple sets of gear will serve better than a WHM with a single set, not matter how “uber” that set may be. To help the aspiring WHM out, here is a list of recommended gear-sets for WHM.
*Party:
**General Gear - For the lazy WHM who does not want to lug around different macroed gear sets, or for the WHM who wants "universal gear" that can be used for a variety of spells, use the stats: "Refresh" > -Enmity > Haste % > MP = MND.
**Curing Gear - This is the first gearset you will focus on in the beginning of your career, as well as the most important set. Stats that you will wish to focus on are Cure Potency +% > MND = -Enmity > MP > Healing Magic Skill. There are very few pieces of gear that directly affect cure potency +%, and these pieces will increase your cures the most dramatically. MND comes next, which augments cures to a lesser (but still noticeable) extent. At low levels MND will help keep your cures at cap. At higher levels, MND will help you break soft caps by small amounts of HP, and will noticeably increase your Cure V. -Enmity helps you get off larger cures (especially Curaga) without pulling hate. MP is the last mod. Unless you're MP handicapped like a Galka or Elvaan, the amount of MP you have isn't as important as how well you manage it. Healing Magic Skill for some reason helps your cures extremely little, which is why you should never sacrifice a good MND or -Enmity piece for it. 
***Advanced Curing Gear Suggestions- Higher level WHMs can consider other pieces of gear to add to their cures. One are the Cure Clogs which decrease cure cast time by -15% (remember to have them on BEFORE casting in your macro to make them work) and when used in conjunction with -cast time merits and haste, may be a valuable piece of gear (especially for Curaga!). Since light weather affects cures substantially, WHMs who work with scholars or in Temenos a lot may find the Korin Obi worth getting. Another piece of advanced cure gear is the Medicine Ring. This ring gives a whopping 10% bonus to cures, but only if your HP is less than 75%. In order to activate this latent, a whole extra set of gear is required. The WHM must first put on enough -HP or Convert HP to MP gear on in one macro, then use another macro to switch to curing gear and effectively take all of the -HP gear off. If enough HP is subtracted (usually 200~400 HP is needed to subtract, depending on race, so usually a full set of Zeniths or Zeniths supplemented with items like Serket Ring, Astrals, etc is needed) then you will be left with 75%~ HP and your latent activated. In order to keep your latent active and safe from Auto-Regen and cures from other well meaning party members, you will have to switch this macro on and off so simply using Poison Potions or Sublimation are not feasible latent breakers. It is important to note that keeping your HP low is dangerous in situations with bouncing hate or lots of AoEs so the ring is a situational piece of equipment. 
**Resting Gear - Probably your second gear set you buy, used as soon as you get Pilgrim's Wand. This gear you macro in while you rest to get as much MP out of as little ticks as you can. A good WHM knows to rest whenever they are not casting or running to get MP back. Obviously, the most important stat is MP Recovered While Healing. Other stats to look at are -Enmity (to help you lose accumulated hate faster) and MP. 
***Advanced Resting Gear - An advanced WHM may have a "max-MP gear" that he or she may switch on after filling up their regular MP bar (by taking off MP recovered while healing gear and putting on MP) to fill up to a large amount of MP during downtime. The extra chunk of MP can be used to fuel buffs like reraise, protectra/shellra, and hastes. After using up the extra MP, the WHM can switch to their usual -Enmity/haste/mnd gear and still be at full MP. 
**Haste Gear - This gear is not usually feasible until end-game, but Haste% gear decreases recast time and spellcast time. Macro in Haste % gear into anything you may cast on several people in row (like Haste, Regen, Erase, Raise), and anything that just plain takes a long time to cast (Reraise, Protectra, Shellra, Stoneskin, Teleports, Warp). Remember that you cap out at 25% haste from gear. After maxing out your Haste %, focus on -enmity and MP for your stats while casting these spells. If you have it, Conserve MP gear can also be used in conjunction with haste gear to also reduce MP cost of these buffs. 
**Enfeebling Magic Gear - A good WHM regularly enfeebles exp mobs when there isn't an RDM or BLM, and is also capable of landing enfeebles during solo or duo situations. Stats to focus on for debuffing are Magic Accuracy = Enfeebling Magic Skill > MND > Haste % > MP = -Enmity. The rare Dia Wand can be used for Dia, as well. 
**Repose Gear - An important set of gear to have to sleep monsters. This macro is a must have once you are able to cast Repose. Focus on Divine Magic Skill = Magic Accuracy > MND > Haste %.
**Regen/Barspell gear - The only piece of gear that directly affects Regen is the afv2 Cleric's Briault. Barspells can be aided with Blessed Briault and Cleric's Pantaloons as well as Enhancing Magic Skill (if only by very minute amounts). 
**Devotion Gear - The amount of MP restored by Devotion is affected by the amount of HP you have. In order to maximize the amount of MP you give to your party member, put on HP+ gear and cure yourself to full before using Devotion. This will make a big difference in how much you MP you can give to your PLD or fellow mage.
*Melee Gear
**TP Gear - TP gear is the gear you use while meleeing a monster. Stats to focus on are Haste% > Club/Staff Skill > Accuracy > Attack > STR/DEX. The amounts of Haste %/Accuracy/Attack are situational and will have to be tailored to what you are fighting. For a weak monster that you have no problem hitting (like farming leeches) you can focus on Haste % and Attack, while on harder mobs you will have to focus on Haste% and Accuracy. For extremely hard to hit mobs, you may even have to sacrifice Haste% for Accuracy (such as trading your Walahra Turban for an Optical Hat). Remember that Haste% caps at 25% from gear. 
**Utsusemi Gear - As a WHM/NIN you will want to macro on gear with Haste% > Evasion > Parry Skill > -Spell Interruption when casting Utsusemi onto yourself to reduce cast-time and to keep Utsusemi: Ichi from being interrupted. You will also want to macro this gearset into Stoneskin when soloing or tanking a monster. 
**WS gear - As a melee WHM your #1 WS is probably Hexa Strike, with other notable WSes being Black Halo and the staff Retribution and Spirit Taker. Your mods for all of these WSes are STR and MND, and as such, you should focus on these stats. Depending on the mob you are fighting (and ESPECIALLY for landing all hits of Hexa Strike) you should also wear Accuracy gear while WSing. The perfect balance will vary on what you are fighting and what WS you are using. If you have a Prudence Torque or Temperance Torque, you should keep those on for WS. 
***Other WS options are the sea gorgets. For Hexa Strike you use Flame or Light Gorget, for Retribution you use Soil or Aqua Gorget, and for Black Halo you use Breeze Gorget. 
***Note: When out meleeing you will probably also want to bring along your HMP gear as well as Devotion or your hardest hitting cure gear to the field. 
Italics will note items that you may wish to hold on to for level-capped events, such as ballista, CoP missions and BCNM. Although only the best items for their level are listed, bold items are considered the pinnacle of their level and are sometimes hard to get.
=Weapons=
==Party==
Name 	Lvl	Effects 	Comments
Maple Wand (+1) 	1 	Mind +1 (+2) Intelligence +1 (+2) 	This one is pretty optional as you're probably going to solo to level 10, and will therefore want a melee staff or club.
Willow Wand (+1) 	9 	Mind +2 (+3) Intelligence +2 (+3) 	In party play, wands are your best bet until level 51, when you get Light Staff, due to their high MND.
Pilgrim's Wand 	10 	MP Recovered While Healing +2 	Camp Nunyenunc for this great piece that lasts until level 51. Macro this in while you rest. Level cap item: 20,30,40,50
Yew Wand (+1) 	18 	Mind +3 (+4) Intelligence +3 (+4) 	Level cap item: 20, 30
Chestnut Wand (Solid Wand) 	32 	Mind +4 (+5) Intelligence +4 (+5) 	Level cap item: 40
Dia Wand 	40 	Enhances "Cure" Potency Enhances "Dia" Effect 	Drops from ENM Empty Memories at Promy Vahzl. If you manage to get this this may last until Light Staff. Handy for 40-caps as well. Level cap item: 40
Ceres' Spica 	43 	"Cure" Potency +6% MP +8 	Good curing staff useful up to level 51
Rose Wand (+1) 	48 	Mind +5 (+6) Intelligence +5 (+6) 	Level cap item: 50
Light Staff (Apollo's Staff) 	51 	STR +1(+2) DEX +1(+2) VIT +1(+2)
AGI +1(+2) INT +1(+2) MND +1(+2) CHR +1(+2) Resist Vs. Dark +15(+20)
"Cure" potency +10%
Additional effect: Light damage 	Get this, it’ll last into end-game. Even if you replace it with Templar Mace or Healing Staff for cures, you’ll need this for Repose. ’’Level cap item: 60’’
Dark Staff (Pluto's Staff) 	51 	STR +1(+2) DEX +1(+2) VIT +1(+2) AGI +1(+2) INT +1(+2) MND +1(+2) CHR +1(+2) Resist Vs. Light +15(+20) MP Recovered While Healing +10 Additional effect: Darkness damage	This is pretty important gear, so get it ASAP. Replaces Pilgrim's Wand for HMP gear. Level cap item: 60
Earth Staff (Terra's Staff) 	51 	VIT +4 Resist Vs. Lightning +15 Physical Damage Taken -20% Additional effect: Earth damage 	Optional. Macro in for Slow. Level cap item: 60
Wind Staff (Auster's Staff) 	51 	AGI +4 Resist Vs. Earth +15 Evasion +10 	Optional. Macro in for Silence. Level cap item: 60
Ice Staff (Aquilo's Staff) 	51 	INT +4 Resist Vs. Wind +15 Elemental Magic Skill +10 	Optional. Macro in for Paralyze. Level cap item: 60
Healing Staff/Dryad Staff 	55 	MP +50 "Cure" potency +10% 	Optional and expensive. The MP doesn't make it remarkably better than Light Staff, and you'd want to keep your Light Staff anyway for Repose. Level cap item: 60
Asklepios 	62 	"Cure" potency +5% Converts 30 HP to MP 	Optional. Drops from Carmine-tailed Janberry. A fun toy for WHM/NIN when paired with Templar Mace due to the total of +15% "Cure" potency.
Templar Mace 	71 	MND +5 "Cure" potency +10% Enhances "Undead Killer" effect 	Optional. Coupled with a MND shield like Numinous Shield or Muse Tariqah this may be preferable to Light Staff for cures. It falls to player preference, really.
Brass Jadagna (Brass Jadagna +1)	71 	HP +29(+30) MP -29(-30) VIT +5(+6) 	Devotion macro gear. If you don't want to lose the MP, Fourth Mace, Seveneyes, Reserve Captain's Mace and Senior Gold Musketeer's Rod are better options and can serve in more situations.
Seveneyes 	71 	HP +27 MP +27 Resist Vs. Lightning +7 Resist Vs. Water +7 Resist Vs. Light +7 "Conserve MP" +7 Elemental Magic Skill +7 	Optional drop from Khimeira. Macro in for buffs like Reraise, Haste, Protectra/Shellra, etc for the Conserve MP, although some may prefer Capricorn Staff's Haste for buffs.
Fourth Mace 	71 	HP +30 MP +30 "Magic Atk. Bonus" +4 "Conserve MP" +4 	Optional. Macro in for buffs like Reraise, Haste, Protectra/Shellra, etc for the Conserve MP, although some may prefer Capricorn Staff's Haste for buffs.
Reserve Captain's Mace 	71 	HP +30 Accuracy +6 Citizens of San d'Oria MP Recovered While Healing +7 	If you are San d'Orian then this paired with Legion Scutum will give you more HMP than a Dark Staff.
Senior Gold Musketeer's Rod 	71 	HP +30 Attack +6 Citizens of Bastok: MP Recovered While Healing +7 	If you are Bastokan then this paired with Legion Scutum will give you more HMP than a Dark Staff.
Capricorn Staff 	74 	Haste +5% 	You can macro this in with buffs like Haste, Protect/Shell, Reraise etc, to lower recast and casting times.
Yagrush 	75 	Magic Accuracy+10 Enhances "Divine Veil" effect "Mystic Boon" 	Mythic weapon, so good luck. The Enhances Divine Veil effect means Divine veil is always active, so while a white mage without a Yagrush has to use divine seal to AoE erase, a white mage with a Yagrush will always AoE erase, with or without divine seal. While this would be an unlikely weapon choice in a party setting, the white mage mythic is amazing for white mages in endgame linkshells.
==Melee==
Melee WHMs tend to prefer clubs over staves because of Hexa Strike, however before then the choice between Staves and Clubs is a personal one. Even after Hexa Strike, the staff skills of Spirit Taker and Retribution may make you want to keep a good DD staff handy. 
===Clubs===
Name 	Lvl	Dmg 	Delay 	Effects 	Comments
Ash Club (Ash Club +1) 	1 	4 (5) 	264 (257)	 	
Bronze Mace (Bronze Mace +1) 	4 	6 (7) 	300 (292)	 	
Bronze Hammer (Bronze Hammer +1) 	5 	8 (9) 	324 (315)	 	
Brass Hammer (Brass Hammer +1) 	12 	13 (14)	324 (315)	 	
Decurion%27s Hammer 	18 	16 	324 	 	
Warhammer (Warhammer +1) 	20 	17 (18)	324 (315)	’’Level cap item: 20’’ 	
Bastokan Hammer (Republic Hammer) 	23 	17 (18)	315 (306)	Accuracy +2 (+3) 	
Pixie Mace 	24 	16 	300 	Resist Vs. Light +3, Resist Vs. Dark +3, Accuracy +5, Additional Effect: Light Damage 	Offhand this for the Accuracy bonus as WHM/NIN. ’’Level cap item: 30’’
Royal Squire%27s Mace 	30 	18 	291 	Attack+5 	Pixie Mace is probably a better offhand, unless you feel that you’re hitting well enough. ’’Level cap item: 30’’
Maul (Maul +1) 	31 	22 (23)	324 (315)	 	
Holy Maul (Holy Maul +1) 	38 	26 (27)	324 (315)	Mind +3, Resist Vs. Dark +4, Additional Effect: Light Damage 	You may want to give up your Pixie Mace/Republic Hammer and dual wield these for the MND bonuses to Seraph Strike. More DPS than your AF weapon. These last for a long time. ’’Level cap item: 40’’
Arcana Breaker 	54 	34 	324 	Additional Effect vs Arcana: Weakens Defense 	You will probably want to dual wield these as MND does not augment True Strike and you will want to start moving towards a STR build for WS until Judgment. ’’Level cap item: 60’’
Kraken Club 	63 	11 	264 	Occasionally Attacks 2 to 8 Times 	Expensive and rare but the best TP-building offhand club you can get. Good luck.
Darksteel Maul (Darksteel Maul +1)	65 	39 (40)	340 (334)	Attack+10 (+12) 	Finally, replacements for your Arcana Breaker.
Flan Smasher (r/ex) 	68 	30 	291 	Accuracy +9, Attack +9, Magic Attack Bonus +5 	A good offhand for Darksteel Maul if you don’t have Sea Robber/Seawolf cudgels. Assault appraisal.
Sea Robber Cudgel (r/ex) 	68 	42 	340 	Mind +5, Accuracy -5, Attack +15 	The weaker of the pirate cudgels. A good mainhand for the whole 2 levels before you can get Purgatory Mace.
Seawolf Cudgel (r/ex) 	68 	40 	340 	Strength +5, Accuracy +15, Attack -5 	A very good offhand, better than Flan Smasher but Deae Gratia and Morgenstern are better.
Purgatory Mace 	70 	41 	324 	Strength +3, Mind +3, Additional Effect: Stun 	This is the best main hand you can buy. The STR/MND are good for Hexa Strike.
Brass Jadagna (Brass Jadagna +1) 	71 	45 (46)	340 (334)	HP +29 (+31), MP -29 (-31), Vitality +5 (+6) 	Good only if you don’t have Purgatory Mace or any of the awesome r/ex clubs listed here. Replaces Darksteel Maul.
Morgenstern (r/ex) 	72 	27 	310 	Latent Effect: DMG: 40, Latent Effect: Critical Hit Rate +6% 	A very good offhand obtained through KSNM. Also functions well as a mainhand, though Purgatory Mace and Perdu Wand are better.
Perdu Wand (r/ex) 	73 	34 	216 	Latent Effect: DMG: 39, Hidden Effects: Attack +14, Accuracy +5 	The best non-mythic, non-relic club you can buy. The incredible speed of this wand lends to its great DPS. Pair it with a Kraken Club/Prudence Rod, or Morgenstern or Deae Gratia if you don’t have the former. You buy this weapon with ISNM.
Prudence Rod (r/ex) 	73 	22 	288 	INT +7 Virtue Stone equipped: Occasionally attacks twice 	The best offhand weapon for fast TP gain other than Kraken Club. Dropped from Jailer of Prudence.
Deae Gratia 	74 	35 	300 	MP +30 Accuracy +9 Attack +9 "Counter" +1 Additional Effect: HP Drain 	A very good offhand weapon.
Mjollnir (r/ex) 	75 	57 	309 	Attack +20 Additional effect: Recover MP "Randgrith" Hidden Effect: Attacks occasionally do 3 times normal damage.	Unttainable for most, this is the best mainhand weapon for WHM available in the game. Relic weapon. Goodluck.
Yagrush 	75 	43 	267 	Magic Accuracy+10 Enhances "Divine Veil" effect "Mystic Boon" 	Mythic weapon, so good luck. Not as great as Mjollnir as a damage dealing weapon, but may be easier to obtain since linkshell support will be greater.
===Staves===
Name 	Lvl	Dmg 	Delay 	Effects 	Comments
Ash Staff (+1) 	1 	5 (6) 	366 (356)	 	
Ash Pole (+1) 	5 	11 (12)	402 (390)	 	
Gelong Staff (r/ex) 	10 	14 	390 	HP Recovered While Healing +4 	
Bastokan Staff (Republic Staff) 	15 	13 (14)	366 (356)	HP +6, MP +6, Accuracy +1 (+2) 	
Holly Pole (+1) 	16 	20 (21)	402 (390)	 	
Mercenary%27s Pole 	18 	22 	402 	 	’’Level cap item: 20’’
Windurstian Pole (Federation Pole)	23 	23 (24)	390 (378)	Attack +3 (+5) 	
Spiked Club (+1) 	25 	26 (27)	402 (390)	Attack +3 (+5) 	
Elm Pole (+1) 	30 	29 (30)	402 (390)	 	’’Level cap item: 30’’
Oak Pole (+1) 	40 	37 (38)	402 (390)	 	’’Level cap item: 40’’
Quarterstaff (Footman%27s Staff) 	45 	40 (41)	402 (390)	Attack+4 (+7) 	
Musketeer%27s Pole 	50 	45 	390 	Accuracy +3, Attack +3 	’’Level cap item: 50’’
+2) 	52 	46 (47)	378 (366)	Accuracy +3, Attack +3, Outside of Nation Controlled Area: HP +10 (+12), MP +10 (+12) 	
Mahogany Pole (+1) 	59 	51 (52)	402 (390)	 	’’Level cap item: 60’’
Ebony Pole (+1) 	65 	53 (54)	402 (390)	 	
Catalyst (r/ex) 	69 	60 	402 	Bonus damage added to magic burst Set: Increases STR, Attack, Ranged Attack, "Magic Attack Bonus"	Drop from Feeblescheme Bhogbigg. Without Supremacy Earring, the Kebbie is better.
Kebbie (r/ex) 	69 	56 	366 	"Magic Defense Bonus"+5 Set: Increases HP, VIT, Accuracy, Ranged Accuracy 	Drop from Observant Zekka. Better than Catalyst if you don’t have the Supremacy Earring.
Mythic Pole (+1) 	65 	53 (54)	402 (390)	 	If you don’t have Kebbie or Catalyst you want this.
Yigit Staff (r/ex) 	70 	56 	390 (390)	Assault: DMG: 57, MP +2% 	Better than Kebbie/Catalyst. Assault appraisal.
Imperial Pole (r/ex) 	71 	60 	402 	Depending On Day: Increases Elemental Weapon Skill Damage 	Better than Mythic Pole, though not better than Yigit Staff.
Prester (r/ex) 	71 	58 	366 	Latent effect: Increases weaponskill accuracy and damage Additional effect: Wind damage 	Better than Yigit Staff, but it’s a SCNM drop.
Iron-splitter (+1) 	72 	64 (65)	412 (399)	Dexterity +2 (+3), HP Recovered While Healing +3 (+4) 	Beats Prester.
Primate Staff (+1) 	73 	68 (69)	412 (399)	Critical Hit Rate +5% (+7%), Latent Effect: Delay 329 (319), Latent Effect: Accuracy +10 (+12) 	Latent effect is to eat Pamamas. Probably the best staff you can have as a WHM.
Mekki Shakki 	73 	70 	412 	Strength +5, Accuracy -4, Attack +12, Store TP +5 	Arguable alternative to Primate Staff +1. Use if tired of pamamas. Droms from SNM Experimental Lamia.
==Grips==
You use grips in junction with staves.
===Party===
Name 	Lvl	Effects 	Comments
Succubus Grip 	19 	MP: 8 	only MP grip before level 30
Lizard Strap (+1)	30 	HP: 5 (10) MP: 5 (10) 	Obviously, you shouldn’t need this until level 51, which is when you should start using staves.
Raptor Strap (+1)	55 	HP: 10 (15) MP: 5 (10) MND: 1 (2) 	’’Level cap item: 60’’
Ariesian Grip 	60 	MP recovered while healing+1 Campaign: MP recovered while healing+20	as the only +hMP grip a nice addition to your hMP set
Staff Strap 	65 	MP: 20 Enmity: -2 	speaks for itself really
Magic Strap 	69 	MP+23 Spell interruption rate down 5% 	the grip with the highest MP value available
Light Grip 	70 	Converts 20 HP to MP Light Elemental Magic Accuracy +2 	Macro with Repose and Dia.
Earth Grip 	70 	Converts 20 HP to MP Earth Elemental Magic Accuracy +2 	Optional. Macro with Slow.
Ice Grip 	70 	Converts 20 HP to MP Ice Elemental Magic Accuracy +2 	Optional. Macro with Paralyze.
Wind Grip 	70 	Converts 20 HP to MP Wind Elemental Magic Accuracy +2 	Optional. Macro with Silence.
===Melee===
Name 	Lvl	Effects 	Comments
Brass Grip (+1) 	30 	DEX: 1 (2) 	’’Level cap item: 30, 40’’
Orca Strap 	50 	Attack +3 	’’Level cap item: 50’’
Mythril Grip (+1)	55 	STR+1 (+2) VIT+1 (+2) Accuracy+1 (+2)	This or Sword Strap works nicely.
Sword Strap 	55 	Two-handed weapon delay: -3% 	
Pole Grip 	60 	Double Attack +2% 	’’Level cap item: 60’’
=Armor=
===Shield===
Only shields used by WHMs in parties are mentioned here because most WHM melee are dual-wielding WHM/NIN. 
Name 	Lvl	Effects 	Comments
Lauan Shield (+1) 	1 	Def: 1(2) 	
Maple Shield (+1) 	8 	Def: 2(3) 	
Elm Shield (+1) 	13 	Def: 3(4) 	
Mahogany Shield (Strong Shield)	20 	Def: 4(5) 	’’Level cap item: 20, 30’’
Oak Shield (+1) 	36 	Def: 6(7) 	
Royal Squire%27s Shield 	40 	Def: 7 Evasion: 3 	’’Level cap item: 40’’
+2) 	43 	Def: 8(9) Inside Nation's Control: HP: 7(8) In areas under own nation's control: MP: 7 (8) Evasion: 3 	
Holy Shield (Divine Shield) 	50 	Def: 13(14) HP: 10(15) MP: 10(15) MND: 1(2) 	You finally get a good shield right as you switch from wands to staves! ’’Level cap item: 50’’
Numinous Shield (+1) 	69 	DEF: 10 MP +10(+15) MND +2(+3) Resist Vs. Fire+10 (+15) Resist Vs. Ice+10 (+15) Resist Vs. Wind+10 (+15) Resist Vs. Earth+10 (+15) Resist Vs. Lightning+10 (+15) Resist Vs. Water+10 (+15) Resist Vs. Light+10 (+15) Resist Vs. Dark+10 (+15)	Pair with Templar Mace.
Legion Scutum (r/ex) 	71 	Def: 16 MP: +20 Enmity: -2 MP Recovered While Healing: +5 	ZNM drop. When paired with Senior Gold Musketeer%27s Rod or Reserve Captain%27s Mace the HMP is greater than Dark Staff.
Muse Tariqah (r/ex) 	74 	Def: 15 MND: 7 CHR: 7 Spell Interruption Rate: -10% 	ZNM drop. Pair with Templar Mace for impressive amounts of MND.
===Head===
====Party====
Name 	Lvl	Effects 	Comments
Copper Hairpin (+1) 	1 	HP: -2 MP: +5 (+6) 	
Brass Hairpin (+1) 	10 	HP: -4 MP: +10 (+11) 	While there are MND options available, like Traveler%27s Hat, hairpins are going to be your main source of MP in gear for awhile, so they are more popular.
Sol Cap (r/ex) 	10 	DEF:3 Adds "Regen" effect HP and MP Recovered While Healing +1 	Obtained through recruiting people into FFXI and then waiting 70 days. This one is better than the Lunar Cap because the Lunar Cap’s regen is just an enchantment, however, if you have both, the regen stacks. The HMP makes this a handy macro piece even if you decide to stick with hairpins.
Lunar Cap (r/ex) 	10 	DEF:3 HP and MP recovered while healing +1 Enchantment: Adds "Regen" effect (Activated if party member has Sol Cap equipped) 	Obtained through recruiting people into FFXI. Not as good as the Sol Cap but you can get this cap sooner.
Silver Hairpin (+1) 	20 	HP: -6 MP: +15 (+16) 	I preferred the MP over the Garrison Sallet. ’’Level cap item: 20, 30’’
Ea%27s Tiara (r/ex) 	25 	Def: 8 MND: 1 MP: 1% 	Salvage piece. If you’re ‘’that’’ uber, then, ’’Level cap item: 30’’.
Kosshin 	32 	HP +20 MP +20 	Drop from Zoredonite on the Manaclipper.
Enlil%27s Tiara (r/ex) 	35 	Def: 9 MND: 1 CHR: 1 MP: 1% 	Salvage piece.
Electrum Hairpin 	40 	HP: -10 MP: 25 	The MP may be preferable to even the MND from the Salvage tiaras. ’’Level cap item: 40’’
Rain Hat (r/ex) 	41 	MP: 20 MND: 2 CHR: 2 Rainy Weather: Adds "Regen" Effect 	Better than Electrum Hairpin, but drops from Noble Mold, who spawns only when it rains.
Crow Beret (Raven Beret) 	50 	Def: 15 (16) Enmity: -7 (-8) Evasion: +4 (+5) 	This hat trumps all that came before it and lasts a very long time (up to endgame), so get the HQ. ’’Level cap item: 50, 60’’
Storm Zucchetto(r/ex) 	50 	Def: 15 Accuracy: 4 Magic Accuracy: 2 	Rare assault appraisal. If you’re lucky enough to have one, you can macro it into enfeebles. ’’Level cap item: 50, 60’’
Healer%27s Cap(r/ex) 	54 	Def: 21 MP: 13 MND: 4 Vs. Dark: 15 Enmity: -1 	AF hat. I personally preferred the Raven Beret over this. You can macro it into debuffs, though, if you don’t have Storm Zucchetto. ’’Level cap item: 60’’
Cobra Hat 	55 	DEF: 17 INT +2 MP Recovered While Healing +1 Set: Increases MP 	If you don’t have Lunar Cap/Sol Cap then you should get this for your HMP macro. ’’Level cap item: 60’’
Cobra Cloche (r/ex) 	68 	DEF 12 HP +15 MP +15 "Magic Attack Bonus" +1 "Conserve MP" +2 Set: Increases Magic Accuracy 	Optional. Macro in for your buffs like Haste, Regen, Pro/Shell, Reraise for the Conserve MP.
Mirror Tiara 	69 	DEF: 20 Enmity -7 MP recovered while healing +3 Campaign: Magic damage taken -10% 	The most HMP you can wear on your head, the -enmity bonus is very nice too.
Carline Ribbon (r/ex) 	70 	MP +30 Magic Accuracy +4 Enhances "Resist Stun" effect Set: Increases CHR 	An assault appraisal. Macro in for Repose and other debuffs.
Hydra Beret (r/ex) 	70 	Accuracy +3 Evasion +3 Enmity -8 MP Recovered While Healing +2 	Optional. Dynamis-Tavnazia drop. If you happen to have one, this can replace Raven Beret. HMP is good too, if you don’t have a Mirror Tiara.
Ree%27s Headgear (r/ex) 	71 	INT +2 MND +2 CHR +2 Magic Accuracy +2 "Magic Attack Bonus" +2 	Optional. SCNM drop. Use for debuffs if you don’t have anything better (like Carline Ribbon or Elite Beret +1.
Errant Hat (Mahatma Hat) 	72 	Def: 28 STR: -2 (-3) DEX: -2 (-3) VIT: -2 (-3) AGI: -2 (-3) INT: 3 (4) MND: 3 (4) CHR: 3 (4) Enmity: -5 (-6) 	Optional. Can replace Raven Beret. If you have the HQ, it does replace Raven Beret.
Oracle%27s Cap (r/ex) 	70 	Def: 19 HP: 15 MP: 25 MP Recovered While Healing: 2 Elemental Magic Skill: 5 	ZNM drop. Use if for some reason you don’t have Mirror Tiara by now.
Yigit Turban (r/ex) 	72 	Def: 21 MND: 4 Enmity: -5 Magic Attack Bonus: 2 MP Recovered While Healing: 1 	Good hat, works inbetween other gear pieces. Better than Zenith Crown, Raven Beret and Errant Hat but Mahatma Hat and Zenith Crown +1 are better.
Zenith Crown (+1) (r/ex) 	73 	Def: 30 INT: 3(+4) MND: 3(+4) Convert HP to MP: 50(55) Enhances "Resist Silence" Effect 	This crown can be used instead of Raven Beret or Errant Hat if you wish. It is good to get one even if you don’t want to replace those two as the Convert HP to MP can be used to trigger the Medicine Ring latent.
Elite Beret (+1) (r/ex) 	74 	Def: 28 Enfeebling Magic Skill: 4(5) Elemental Magic Skill: 4(5) Summoning Magic Skill: 4(5) Divine Magic Skill: 4(5) 	Great for debuffs if you don’t have Carline Ribbon. Better than Cobra Cloche and Ree%27s Headgear.
Healer%27s Cap %2B1 (r/ex) 	74 	MP: 28 MND: 7 MP Recovered While Healing: 1 Enmity: -1 	One of the best (if not the best) WHM hats in the game, and not that hard to get once you dip your toes into endgame.
Goliard Chapeau (r/ex) 	75 	Def: 20 HP: 20 MP: 20 MND: 5 CHR: 5 Enmity: -4 MP recovered while healing: 2 Set: "Magic Defense Bonus" 	One of the best WHM hats that competes with Healer%27s Cap %2B1. Which is better is a personal choice, but I prefer the MND bonus in Healer%27s Cap %2B1 to the -[Enmity] bonus in Goliard Chapeau.
Marduk%27s Tiara (r/ex) 	75 	Def: 17 MND: 3 CHR: 3 MP: 4% Divine Magic Skill: 7 Singing Skill: 7 Summoning Magic Skill: 7 Enmity: -3 Set: Enhances "Fast Cast" Effect	The best WHM hat for Repose but it’s a Salvage piece that generally goes to Bard.
Nashira Turban (r/ex) 	75 	Def: 19 Magic Accuracy: 5 Enmity: -5 Haste: 2% Spell Interruption Rate: -10% 	A great WHM option for debuffs. It is the best general enfeebling magic hat in the game for WHM except for Valkyrie%27s Hat.
Shadow Hat (Valkyrie%27s Hat) (r/ex)	75 	Def: 18 MP: 35 (40) Enmity: -3 (4) Damage Taken: 3% (4) Magic Accuracy: 5 (6) 	The HQ version is the best enfeebling magic gear you can get for WHM. Marduk%27s Tiara is still better for Repose, though.
Walahra Turban (r/ex) 	75 	HP: 30 MP: 30 Haste: 5% 	This hat is great for lowering recast time for spells like Haste, Erase, Raise, Reraise, etc. The HP is also good for Devotion.
Quick end-game hat comparison for general curing: Raven Beret = Errant Hat = Zenith Crown < Yigit Turban < Zenith Crown +1 < Mahatma Hat < Goliard Chapeau < Healer%27s Cap %2B1.
====Melee====
Name 	Lvl	Effects 	Comments
Circlet (+1) 	1 	Def: 1 (2) 	Or you can use hairpins.
Traveler%27s Hat 	6 	Def: 3 	The MND is good for club WS.
Compound Eye Circlet 	9 	Def: 4 Evasion: 5 	’’Level cap item: 20’’
Sol Cap (r/ex) 	10 	DEF:3 Adds "Regen" effect HP and MP Recovered While Healing +1 	Obtained through recruiting people into FFXI and then waiting 70 days. Regen at such an early level is helpful. ’’Level cap item: 20’’
Garrison Sallet 	19 	Def: 5 MND: 1 CHR: 1 	Can macro into club WS if you want. ’’Level cap item: 20’’
Emperor Hairpin/Empress Hairpin(r/ex) 	24 	HP: -15 DEX: 3 AGI: 3 Evasion: 10 	Expensive, but is an amazing melee piece for most jobs. Evasion is great for soloing. ‘’Level cap item: 30, 40, 50’’
Ea%27s Tiara (r/ex) 	25 	Def: 8 MND: 1 MP: 1% 	Salvage piece. If you want to be unnecessarily uber, then you can macro this into your WS.
Dandy Spectacles (Fancy Spectacles) 	30 	Nighttime: Accuracy: -20(-3) Accuracy: +2 (+3) 	Daytime only, obviously. ‘’Level cap item: 30, 40, 50’’
Mercenary Captain%27s Headgear 	30 	Def: 10 STR: 1 DEX: 1 	WS gear unless you don’t have hairpin. ‘’Level cap item: 30’’
Windurstian Headgear (Federation Headgear)	34 	Def: 11(12) STR: 1 DEX: 1 In areas under own nation's control: MP: 10(12) 	WS macro unless you have no Hairpin. ‘’Level cap item: 40, 50’’
Rain Hat (r/ex) 	41 	MP: 20 MND: 2 CHR: 2 Rainy Weather: Adds "Regen" Effect 	Noble Mold is difficult to camp, but if you managed to get this then you can use it as a club WS macro. Staves should stick to Federation Headgear.
Voyager Sallet (r/ex) 	41 	STR: 3 DEX: 3 	Beats Rain Hat but is difficult to get. It’s worth it. This armor is great for all DD jobs. ‘’Level cap item: 50, 60’’
Storm Zucchetto(r/ex) 	50 	Def: 15 Accuracy: 4 Magic Accuracy: 2 	Rare assault appraisal, but is great for all sorts of jobs. ’’Level cap item: 50, 60’’
Super Ribbon 	52 	HP: 5 MP: 5 STR: 1 DEX: 1 VIT: 1 AGI: 1 INT: 1 MND: 1 CHR: 1 Accuracy: 1 Attack: 1 Ranged Accuracy: 1 Ranged Attack: 1 Evasion: 1	If you’ve been stuck with Fancy Spectacles and Federation Headgear, at last here is an upgrade for you. ‘’Level cap item: 60’’
Healer%27s Cap(r/ex) 	54 	Def: 21 MP: 13 MND: 4 Vs. Dark: 15 Enmity: -1 	AF hat. Good for WS with MND mods. Stick to Voyager Sallet or Super Ribbon if you’re using a Staff or True Strike. ‘’Level cap item: 60’’
Green Beret (+1) 	65 	Def: 19 Evasion: 1 (2) Accuracy: 1 (2) 	Upgrade to Super Ribbon. Tabin Beret +1 is slightly better because it has HP.
Tabin Beret (+1) 	65 	Def: 19 HP: 10 (12) Evasion: 1 (2) Accuracy: 1 (2) 	Upgrade to Super Ribbon.
Maat%27s Cap (r/x) 	70 	STR: 7 DEX: 7 VIT: 7 AGI: 7 INT: 7 MND: 7 CHR: 7 Enchantment: Teleport 	Obtained by defeating Maat (LB5) on all possible jobs. As such, it is a difficult to get piece, but is the best WS hat for WHM due to having high STR and MND.
Optical Hat (r/ex) 	70 	Evasion: 10 Ranged Accuracy: 10 Accuracy: 10 	Considered a rite of passage for melee jobs, this is the best TP hat for WHM where accuracy is an issue.
Gnadbhod%27s Helm (r/ex) 	71 	Def: 24 STR: 6 DEX: 4 Slow: 5% Attack: 8 	An SCNM drop, so it is hard to get (especially if WHM is your main job!). Rivals Healer%27s Cap %2B1 for best WS piece.
Healer%27s Cap %2B1 (r/ex) 	74 	MP: 28 MND: 7 MP Recovered While Healing: 1 Enmity: -1 	MND augments all of your WSes as a WHM, making this a great macro hat for melee.
Walahra Turban (r/ex) 	75 	HP: 30 MP: 30 Haste: 5% 	This turban is your top choice for TP and is great for reducing recast timers on WHM/NIN.
===Body===
====Party====
Name 	Lvl 	Effects 	Comments
Cobra Tunica 	1 	Def: 1 MP: 8 	This is the best for party play until you get Priest%27s Robe at 19 or Baron%27s Saio however it is recommended to use body armor with more defense when soloing to level 10. See the Body Melee chart for more solo-friendly options.
Anu%27s Doublet (r/ex) 	15 	Def: 10 MND: 1 	Salvage piece. If you have this, you probably have WHM to at least 37 already, but if you happen to have it (or are Lvl syncing) this lasts until level 19.
Priest%27s Robe 	19 	Def: 14 MND: 1 Vs. Dark: 2 	You can skip this and just wait for Baron%27s Saio if you wish.
Baron%27s Saio 	20 	Def: 15 INT: 1 MND: 1 	’’Level cap item: 20, 30’’
Ea%27s Doublet (r/ex) 	25 	Def: 17 MND: 1 CHR: 1 	Salvage piece. If you have this, you probably have WHM to at least 37 already, but if you happen to have it (or are Lvl syncing) this can be used in place of Baron%27s Saio.
Seer%27s Tunic (+1) 	29 	Def: 18(19) MP: 8(9) MP recovered while healing: 1 	Get this, but keep your Baron%27s Saio and only macro this in for HMP. ‘’Level cap item: 20, 30, 40, 50, 60’’
Elder%27s Surcoat 	33 	Def: 18 MP: 32 INT: 1 CHR: 1 	Galka RSE. As a Galka, you will probably want to use this instead of Baron%27s Saio.
Wonder Kaftan 	33 	Def: 18 HP: 36 STR: 1 VIT: 2 MND: 1 	Tarutaru RSE. Optional, since Bishop%27s Robe replaces it in only 2 levels.
Bishop%27s Robe (+1) 	35 	Def: 22(23) MP: 3(4) MND: 2(3) Vs. Dark: 3(4) 	Replaces Baron%27s Saio. If you are Galka, it is up to you whether or not this replaces Elder%27s Surcoat or if it is macro gear for debuffs. Personally, I would stick with Elder%27s Surcoat unless you are lucky enough to have a Bishop%27s Robe %2B1. ‘’Level cap gear: 40, 50, 60’’
Crow Jupon (Raven Jupon) 	50 	Def: 28 (29) Enmity -8 (-9) Evasion: 8 (9) 	Get this. It lasts until 68-70 for general curing. You should keep Bishop%27s Robe for debuffs. ‘’Level cap item: 50, 60’’
Healer%27s Briault 	58 	Def: 40 MP: 15 Vs. Wind: 10 Enfeebling Magic Skill: 10 Enmity: -4 	AF. Doesn’t replace Raven Jupon, but should be macroed into debuffs. Remember that MND is better for Repose.
Vermillion Cloak (Royal Cloak) 	59 	Def: 46 MP: 10 MP: 1% Adds "Refresh" Effect Evasion: -10 	Optional Luxury Gear. Used mainly for the refresh, only wear when you’re not doing any casting.
Noble%27s Tunic (Aristocrat%27s Coat) 	68 	Def: 40 MP: 17 Cure Potency: 10% Adds "Refresh" Effect 	This is the best gear for WHM curing, and as such, should be your #1 priority to obtain once you are able to wear it.
Blessed Briault (+1) 	70 	Def: 41(42) MND: 5(6) Enmity: -5(6) MP: 7%(8%) Increases effect of elemental resistance spells] 	If you couldn’t afford Noble%27s Tunic, this is your replacement for Raven Jupon. Even after you get Noble%27s Tunic, keep this for macro on barspells.
Errant Houppelande (Mahatma Houppelande)	72 	Def: 42(43) STR: -7(-8) DEX: -7(-8) VIT: -7(-8) AGI: -7(-8) INT: 10(11) MND: 10(11) CHR: 10(11) MP recovered while healing: 5(6) Enmity: -3(-4)	Replaces Seer%27s Tunic %2B1, finally! The MND makes it great for Repose if you don’t have anything with Magic Accuracy. Mahatma Houppelande is better than Oracle%27s Robe for HMP purposes because of Enmity.
Oracle%27s Robe (r/ex) 	72 	Def: 41 HP: 20 MP: 20 MP Recovered While Healing: 6 Magic Accuracy: 6 Magic Attack Bonus: 6 	ZNM drop. Better than Errant Houppelande and Healer%27s Briault %2B1 for HMP purposes, and the Magic Accuracy is great for Repose.
Dalmatica (+1) (r/ex) 	73 	Def: 45(46) Adds "Refresh" Effect Convert HP to MP: 50 (55) Enhances "Resist Paralyze" Effect Magic Defense Bonus: 5(6) 	Optional and hard to get if you don’t have a 75 red mage. Can be used to unlock latent for Medicine Ring.
Cleric%27s Briault (+1) (r/ex) 	74 (75)	Def: 42(43) MP: 24(29) Regen Potency Up Enmity: -2(-3) Adds "Refresh" Effect 	Great piece for Regen macro.
Healer%27s Briault %2B1 (r/ex) 	74 	Def: 40 MP: 35 MP Recovered While Healing: 5 Enfeebling Magic Skill: 12 Enmity: -4 	Beats Errant Houppelande for HMP, and the Enfeebling Magic Skill is great for debuffs.
Goliard Saio (r/ex) 	75 	Def: 42 HP: 42 MP: 42 Conserve MP: 5 Enmity: -5 Haste: 4% Set: "Magic Defense Bonus" 	A strong piece. Macro into buffs to reduce their recast timers such as Haste, Erase, and Raise and simultaneously lower their MP cost with Conserve MP. The high HP is great for Devotion. Why doesn’t it have Refresh!?
Nashira Manteel (r/ex) 	75 	Def: 41 Magic Accuracy: 5 Healing Magic Skill: 5 Dark Magic Skill: 5 Haste: 3% 	This is good for buffs to reduce recast if you don’t have Goliard Saio, and is great for Magic Accuracy for Repose.
Shadow Coat (Valkyrie%27s Coat) (r/ex) 	75 	Def: 38 (39) Magic Accuracy: 10 (11) Enmity: -4 (-5) Physical Damage Taken: +6% (+7%) Magic Damage Taken: -3% (-4%) 	This is the best body macro piece for Repose you can get, but good luck getting it.
====Melee====
Name 	Lvl	Effects 	Comments
Robe (+1) 	1 	Def: 3(4) 	
Doublet (+1) 	11 	Def: 10(11) 	
Anu%27s Doublet (r/ex) 	15 	Def: 10 MND: 1 	Salvage piece. If you have this, you probably have WHM to at least 37 already, but if you happen to have it (or are Lvl syncing) you can use it for solo/melee in addition to party play
Garrison Tunica 	18 	Def: 15 DEX: 1 CHR: 1 	’’Level cap item: 20’’
Priest%27s Robe 	19 	Def: 14 MND: 1 Vs. Dark: 2 	Club WS macro. You can skip this and just wait for Baron%27s Saio if you wish.
Baron%27s Saio 	20 	Def: 15 INT: 1 MND: 1 	Club WS macro. ’’Level cap item: 20, 30’’
Ea%27s Doublet (r/ex) 	25 	Def: 17 MND: 1 CHR: 1 	Salvage piece. If you have this, you probably have WHM to at least 37 already, but if you happen to have it (or are Lvl syncing) this can be used in place of Baron%27s Saio.
Mercenary Captain%27s Doublet 	30 	Def: 20 DEX: 1 AGI: 1 	Replaces Garrison Tunica. ‘’Level Cap Item: 30’’.
Savage Separates 	33 	Def: 18 HP: 32 STR: 1 CHR: 1 	Mithra RSE. Macro in for WS. ’Level cap item: 40, 50’’
Wonder Kaftan 	33 	Def: 18 HP: 36 STR: 1 VIT: 2 MND: 1 	Tarutaru RSE. Macro in for WS. ’Level cap item: 40, 50’’
Windurstian Doublet (Federation Doublet)	34 	Def: 21(22) DEX: 1 AGI: 1 Inside Nation's Control: CHR: 1(2) 	Not a huge improvement over Mercenary Captain’s, but oh well. ’Level cap item: 40, 50’’
Bishop%27s Robe (+1) 	35 	Def: 22(23) MP: 3(4) MND: 2(3) Vs. Dark: 3(4) 	Replaces Baron%27s Saio for WS macro. Mithra and Tarutaru should keep their RSE for Staff WS. Tarutaru can keep their RSE for club WS unless they get Bishop%27s Robe %2B1. ‘’Level cap item: 40, 50, 60’’
Black Cotehardie (Flora Cotehardie) 	59 	Def: 39(4) STR: 3(4) DEX: 2(3) VIT: -2(-3) AGI: 3(4) INT: 2(3) MND: -3(-4) CHR: -3(-4) Vs. Fire: -30(-25) Vs. Ice: 3(5) Vs. Water: 3(5) VS. Lightning: 3(5) Vs. Earth: 3(5) Vs. Wind: 3(5) Vs. Dark: 3(5) Vs. Light: 3(5) Convert HP to MP: 25(30)	TP, as well as WS macro for Staff and True Strike, keep Bishop%27s Robe for other Club WS. ‘’Level cap item: 60’’
Tabin Jupon (+1) 	65 	Def: 36(37) STR: 1(2) DEX: 1(2) Accuracy: 5 (7) 	Finally, something worth mentioning. Nice TP gear for the level.
Blessed Briault (+1) 	70 	Def: 41(42) MND: 5(6) Enmity: -5(6) MP: 7%(8%) Increases effect of elemental resistance spells 	5 MND is a good augment for your WSes.
Hydra Doublet (r/ex) 	70 	Def: 43 MP: 40 Enchantment: Adds "Refresh" Effect Enmity: -9 Evasion: 10 Accuracy: 10 	Dynamis-Tavnazia, so of course this is super hard to get. If you do manage to get one, it is better than Reverend Mail, because it doesn’t hurt MND and therefore can be used for Hexa Strike WS on mobs that you are having difficulty hitting.
Goliard Saio (r/ex) 	75 	Def: 42 HP: 42 MP: 42 Conserve MP: 5 Enmity: -5 Haste: 4% Set: "Magic Defense Bonus" 	Optional alternate to Hydra Doublet or Reverend Mail if you feel you don’t need the acc. The haste is great for WHM/NIN recast either way.
Nashira Manteel (r/ex) 	75 	Def: 41 Magic Accuracy: 5 Healing Magic Skill: 5 Dark Magic Skill: 5 Haste: 3% 	Optional alternate to Hydra Doublet or Reverend Mail if you feel you don’t need the acc. The haste is great for WHM/NIN recast either way.
Marduk%27s Jubbah (r/ex) 	75 	DEF: 40 HP +3% MP +3% MND +12 CHR +12 Enhances Fast Cast effect Adds Refresh effect Set: Enhances Fast Cast effect 	WHM don’t get any strong STR or ATTK body armor, so MND is the best thing you can do for your WSes. This body piece has tons of MND, but good luck getting it...
Reverend Mail (r/ex) 	75 	Def: 50 MP: -25 MND: -5 Evasion: 10 Accuracy: 10 	The most popular melee piece for WHM and with good reason. This piece makes a great TP piece, but avoid WSing in it because of the -MND. It also looks snazzy!
===Hands===
====Party====
Name 	Lvl	Effects 	Comments
Cuffs (+1) 	1 	Def: 1(2) 	
Mitts (+1) 	8 	Def: 2(3) 	
Zealot%27s Mitts 	11 	Def: 3 MP: 5 INT: -2 MND: 3 	’’Level cap item: 20’’
Mycophile Cuffs (r/ex) 	25 	Def: 6 INT: 1 MND: 2 Enmity: -2 	Optional, as Devotee%27s Mitts are better and are only 2 levels away.
Devotee%27s Mitts (+1) 	27 	Def: 5(6) MP: 8(9) INT: -4(-3) MND: 5(6) 	The little mitts that could, these will last you a very long time. ’’Level cap item: 30, 40’’
Ivory Mitts 	50 	Def: 9 MP: 12 DEX: -2 MND: 5 	I prefer these to Healer%27s Mitts, your AF, because Healing Magic Skill doesn’t do as much for your cures as MND does. ’’Level cap item: 50, 60’’
Creek F Mitts/Creek M Mitts 	62 	Def: 11 HP: 65 STR: 6 VIT: 2 AGI: -3 	Tarutaru RSE. Great HP for Devotion!
Dune Bracers 	62 	Def: 11 HP: 65 STR: 6 VIT: 2 AGI: -3 INT: 2 MND: 2 	Galka RSE. Replaces Ivory Mitts. Save your Ivory Mitts for debuffs.
Marine F Gloves/Marine M Gloves 	62 	Def: 11 MP: 35 VIT: -3 AGI: -3 INT: 4 MND: 4 CHR: 3 	Hume RSE. Replaces Ivory Mitts. Save your Ivory Mitts for debuffs.
River Gauntlets 	62 	Def: 11 HP: 60 VIT: 6 AGI: -5 MND: 1 	Mithra RSE. HP is great for Devotion!
Garden Bangles (Feronia%27s Bangles) 	63 	Def: 12(13) HP: 30(35) VIT: 2(3) Daytime: Adds Regen Effect 	HP gear for Devotion for Galka, Hume and Elvaan WHMs.
Master Caster%27s Bracelets (ex) 	65 	INT: 1 MND: 1 Enfeebling Magic Skill: 7 Elemental Magic Skill: 7 	Windurstians can buy these for debuffs.
Cobra Gloves (r/ex) 	68 	Def: 12 HP: 18 MP: 18 Set: Increases Magic Accuracy Conserve MP: 3 Magic Attack Bonus: 2 	Optional. Macro these into buffs for the Conserve MP. Optional because the haste from Blessed Mitts is better for buffs.
Blessed Mitts (+1) 	70 	Def: 18(19) MP: 15(18) MND: 7(8) Enmity: -3(-4) Haste: 5%(6%) 	These are great, so get them. They replace whatever you’re using, whether its RSE or Ivory Mitts. They last all through endgame due to their insanely high haste, so you should make sure they’re macro’d into any buffs you have.
Hydra Gloves (r/ex) 	70 	Def: 16 MP Recovered While Healing: 1 Enmity: -5 Evasion: 6 Accuracy: 6 	Rare dynamis-tavnazia drop. HMP option, although Oracle%27s Gloves are better and easier to obtain.
Oracle%27s Gloves (r/ex) 	72 	Def: 18 HP: 15 MP: 25 MP Recovered While Healing: 2 Enfeebling Magic Skill: 5 	Best HMP you can get for the hands. Enfeebling Magic Skill is also pretty nifty.
Genie Gages 	73 	Def: 16 MP Recovered While Healing: 1 Elemental Magic Skill: 8 	Another option for HMP hands.
Zenith Mitts (+1) (r/ex) 	73 	Def: 23(24) Convert HP to MP: 50 Magic Attack Bonus: 5 	Optional. Can be used to unlock latent on Medicine Ring.
Healer%27s Mitts %2B1 (r/ex) 	74 	Def: 14 MP: 15 STR: 7 MND: 7 Healing Magic Skill: 15 Enmity: -4 	What used to be pretty lame AF hands turned into pretty awesome end-game hands. These are basically Blessed Mitts with Healing Magic Skill instead of Haste, and as such, are better than cures. However, Healing Magic Skill does extremely little for cures, so it is debatable whether or not these are worth swapping out from Blessed Mitts.
Cleric%27s Mitts (+1) (r/ex) 	75 	Def: 16(17) MP: 20 (HP: 20) Enmity: -3 (-4) Enfeebling Magic Skill: 15 Enhances "Banish" Effect 	WHM relic. Your best option for Enfeebling Magic.
Goliard Cuffs (r/ex) 	75 	Def: 18 Accuracy: 4 Attack: 4 Magic Accuracy: 4 Magic Attack Bonus: 4 Set: "Magic Defense Bonus"	Your best option for Repose, tied with Valkyrie%27s Cuffs.
Nashira Gages (r/ex) 	75 	Def: 18 Magic Accuracy: 3 Enmity: -4 Avatar Perpetuation Cost: -1 Haste: 1% 	A good option for Repose.
Shadow Cuffs (Valkyrie%27s Cuffs) (r/ex)	75 	Def: 14(15) INT: 5(6) Magic Accuracy: 3(4) Enmity: -1(-2) Damage Taken: +2% (+3%) 	A good option for Repose.
====Melee====
Name 	Lvl	Effects 	Comments
Cuffs (+1) 	1 	Def: 1(2) 	
Mitts (+1) 	8 	Def: 2(3) 	
Zealot%27s Mitts 	11 	Def: 3 MP: 5 INT: -2 MND: 3 	’’Level cap item: 20’’
Linen Cuffs +1 	12 	Def: 4 STR: 1 Vs. Fire: 3 	STR to macro in for Staff WS. ‘’Level Cap item: 20’’
Battle Gloves 	14 	Def: 4 Evasion: 3 Accuracy: 3 	These are great TP gloves. ‘’Level Cap item: 20, 30, 40, 50, 60’’
Mycophile Cuffs (r/ex) 	25 	Def: 6 INT: 1 MND: 2 Enmity: -2 	Optional, as Devotee%27s Mitts are better and are only 2 levels away.
Custom F Gloves/Custom M Gloves	27 	Def: 6 HP: 12 MP: 4 STR: 3 DEX: 3 VIT: -1 AGI: -1 	Hume RSE. Macro into Staff WS. ‘’Level Cap item: 30, 40’’
Wonder Mitts 	27 	Def: 6 HP: 12 STR: 3 	Tarutaru RSE. Macro into Staff WS. ‘’Level Cap item: 30, 40’’
Devotee%27s Mitts (+1) 	27 	Def: 5(6) MP: 8(9) INT: -4(-3) MND: 5(6) 	The little mitts that could, these will last you a very long time. ’’Level cap item: 30, 40’’
Combat Caster%27s Mitts 	40 	Def: 8 Attack: 5 	Possible replacement for Battle Gloves on mobs you have no problem hitting. ‘’Level Cap item 40’’
+2) 	43 	Def: 9(10) Attack: 5 In areas under own nation's control: HP: 14(16) 	Not a very big improvement on Combat Caster%27s Mitts, honestly. ‘’Level Cap Item 50, 60’’
Creek F Mitts/Creek M Mitts 	62 	Def: 11 HP: 65 STR: 6 VIT: 2 AGI: -3 	Tarutaru RSE. Good for True Strike and Staff WS.
Tabin Bracers (+1) 	65 	Def: 13 Attack: 1(3) Accuracy: 1(3) (Evasion: 3) 	The HQ are a replacement for Battle Gloves.....finally.
Blessed Mitts (+1) 	70 	Def: 18(19) MP: 15(18) MND: 7(8) Enmity: -3(-4) Haste: 5%(6%) 	What ‘’can’t’’ these mitts do? The haste makes them great TP mitts, and they work as great WS mitts as well (although Healer%27s Mitts %2B1 are better).
Hydra Gloves (r/ex) 	70 	Def: 16 MP Recovered While Healing: 1 Enmity: -5 Evasion: 6 Accuracy: 6 	Rare dynamis-tavnazia drop. TP gloves when you’re having problems hitting.
Healer%27s Mitts %2B1 (r/ex) 	74 	Def: 14 MP: 15 STR: 7 MND: 7 Healing Magic Skill: 15 Enmity: -4 	The combination of STR and MND (which happen to be the mods for nearly all of your WSes) make these amazing WS hands.
Goliard Cuffs (r/ex) 	75 	Def: 18 Accuracy: 4 Attack: 4 Magic Accuracy: 4 Magic Attack Bonus: 4 Set: "Magic Defense Bonus"	The Accuracy and Attack on these are good for when you’re having problems hitting with Blessed Mitts.
===Legs===
====Party====
Name 	Lvl 	Effects 	Comments
Slops (+1) 	1 	Def: 2(3) 	
Slacks (+1) 	8 	Def: 5(6) 	
Brais (+1) 	11 	Def: 7(8) 	
Windurstian Slops (Federation Slops) 	15 	Def: 4(5) MP: 4(6) 	
Baron%27s Slops 	20 	Def: 11 MP recovered while healing: 1 	These last for a really long time as HMP macro gear, so get em. ‘’Level cap gear: 20, 30, 40, 50, 60’’
Seer%27s Slacks (+1) 	29 	Def: 12(13) MP: 9(10) INT: 1 	Optional. You can stick with Baron%27s Slops if you wish. ‘’Level cap gear: 30’’
Custom Pants/Custom Slacks 	31 	Def: 12 MP: 32 STR: -1 MND: 3 CHR: 1 	Hume RSE. ‘’Level cap gear: 40’’
Magna F Chausses/Magna M Chausses 	31 	Def: 12 HP: 12 MP: 12 DEX: 2 AGI: 2 	Elvaan RSE.
Elder%27s Braguette 	31 	Def: 12 MP: 20 AGI: 2 INT: 1 CHR: 2 	Galka RSE. ‘’Level cap gear: 40’’
Savage Loincloth 	31 	Def: 12 MP: 32 VIT: 1 MND: 1 	Mithra RSE. ‘’Level cap gear: 40’’
Wonder Braccae 	31 	Def: 12 HP: 21 STR: 1 VIT: 2 MND: 2 	Tarutaru RSE. ‘’Level cap gear: 40’’
Magic Slacks 	40 	Def: 16 INT: 2 MND: 2 Enchantment: Restore MP 	Upgrade for Elvaan. Galka should get for debuffs, and as an optional replacement for their RSE altogether. Optional replacement for Tarutaru RSE. ‘’Level cap gear: 40’’
Frog Trousers (r/ex) 	42 	Def: 19 HP: -5 MP: 20 Vs. Water: 7 	Drops from Fyuu the Seabellow. Optional replacement for Tarutaru and Galka RSE, and Elvaan in Magic Slacks. ‘’Level cap gear: 40’’
Crow Hose (Raven Hose) 	50 	Def: 20 (21) Evasion: 5(6) Enmity: -5 (-6) 	Upgrade for all races except Hume, who should stick to their RSE. ‘’Level cap gear: 50, 60’’
Healer%27s Pantaloons (r/ex) 	56 	Def: 28 MP: 15 VIT: 3 Enmity: -1 Divine Magic Skill: 15 	AF. Keep your Raven Hose (or Hume RSE) and only use this for Repose. ‘’Level cap gear: 60’’
Blessed Trousers (+1) 	70 	Def: 32(33) MP: 25(30) MND: 6(7) Haste: 3%(4%) Enmity: -5(-6) 	The best general, all-around WHM pants in the game. Great for cures and recasts!
Hydra Brais (r/ex) 	70 	Def: 32 Enmity: -6 Evasion: 10 Accuracy: 10 MP Recovered While Healing: 1 	Rare Dynamis-Tavnazia drop. HMP option, although Yigit Seraweels are better and easier to get.
Vendor%27s Slops (Prince%27s Slops) 	71 	Def: 39(40) HP: 25(30) MP: 25(30) MND: 2(3) Accuracy: 3(4) 	HP is great for Devotion.
Oracle%27s Braconi (r/ex) 	72 	Def: 30 HP: 15 MP: 25 Summoning Magic Skill: 5 MP Recovered While Healing: 2 	Best option for HMP legs, tied with the much easier to obtain Yigit Seraweels.
Yigit Seraweels (r/ex) 	72 	Def: 30 HP: 25 MP: 25 Evasion: 6 MP Recovered While Healing: 2 Set: Adds "Refresh" Effect 	Best option for HMP legs, tied with the rarer Oracle%27s Braconi.
Zenith Slacks (+1) (r/ex) 	73 	Def: 40 (41) MND: 4 (5) CHR: 4 (5) Evasion: -3 (-4) Convert HP to MP: 50 (55) 	Optional. Used for unlocking Medicine Ring latent.
Cleric%27s Pantaloons (+1) (r/ex) 	73 (75)	Def: 31 (32) MP: 17 Elemental Resistance Spells: 20 (22) Healing Magic Skill: 15 Enmity: -2 (-3)	Relic. Great for maximizing barspells.
Healer%27s Pantaloons %2B1 (r/ex) 	74 	Def: 28 MP: 30 VIT: 5 Divine Magic Skill: 15 Enmity: -2 	These are great pants because they are the best you can get for Repose
Nashira Seraweels (r/ex) 	75 	Def: 30 Haste: 2% Divine Magic Skill: 5 Enfeebling Magic Skill: 5 Magic Accuracy: 3 	The best pants you can get for debuffing, although you probably won’t get them unless you’re an RDM too.
Shadow Trews (Valkyrie%27s Trews) (r/ex)	75 	Def: 28 (29) Damage Taken: 4%(5%) Enmity: -2(-3) Magic Attack Bonus: 4(5) Magic Accuracy: 4(5) 	Good for debuffing, although not as good as Nashira Seraweels.
====Melee====
Name 	Lvl	Effects 	Comments
Slops (+1) 	1 	Def: 2(3) 	
Slacks (+1) 	8 	Def: 5(6) 	
Brais (+1) 	11 	Def: 7(8) 	
Baron%27s Slops 	20 	Def: 11 MP recovered while healing: 1 	Optional, as Garrison Hose are a level away and are better. ‘’Level cap item: 20’’
Garrison Hose 	21 	Def: 9 STR: 1 DEX: 1 	’’Level cap item: 30, 40, 50, 60’’
Magna F Chausses/Magna M Chausses 	31 	Def: 12 HP: 12 MP: 12 DEX: 2 AGI: 2 	Elvaan RSE. Optional TP gear, keep Garrison Hose for WS. ‘’Level cap gear: 40, 50, 60’’
Wonder Braccae 	31 	Def: 12 HP: 21 STR: 1 VIT: 2 MND: 2 	Tarutaru RSE. Great WS gear. ‘’Level cap gear: 40, 50, 60’’
Magic Slacks 	40 	Def: 16 INT: 2 MND: 2 Enchantment: Restore MP 	Club WS gear for all except Tarutaru, who have better RSE. WHM get pretty much nothing melee-wise between 40-60, so feel free to use whatever you happen to have as TP gear. ‘’Level cap gear: 40, 50, 60’’
Tabin Hose (+1) 	61 	Def: 25 DEX: 1(2) VIT: 1(2) AGI: 1(2) 	The HQ makes decent TP gear...since there really isn’t anything else.
Blessed Trousers (+1) 	70 	Def: 32(33) MP: 25(30) MND: 6(7) Haste: 3%(4%) Enmity: -5(-6) 	Check out that Haste! That and the MND makes these pants great TP and WS pants.
Hydra Brais 	70 	Def: 32 Enmity: -6 Evasion: 10 Accuracy: 10 MP Recovered While Healing: 1	Great TP pants, but are a rare Dynamis-Tavnazia drop. Can alternate these with Blessed Trousers depending on the mob.
Vendor%27s Slops (Prince%27s Slops)	71 	Def: 39(40) HP: 25(30) MP: 25(30) MND: 2(3) Accuracy: 3(4) 	These are cheap sources of accuracy, to interchange with Blessed Trousers depending on the situation.
===Feet===
====Party====
Name 	Lvl 	Effects 	Comments
Ash Clogs (+1) 	1 	Def: 1(2) 	
Solea (+1) 	8 	Def: 2(3) 	
Gaiters (+1) 	11 	Def: 3(4) 	
Anu%27s Gaiters (r/ex) 	15 	Def: 3 MP: 1% 	If you have these, your WHM is probably level 37 or higher, but if you happen to have them (or are level syncing!) these work pretty well.
Garrison Boots 	18 	Def: 4 INT: 1 MND: 1 	Expensive, but there aren’t better options at this level. ‘’Level cap item: 20’’
Baron%27s Pigaches 	20 	Def: 5 MP: 3 	If you were too poor/unwilling to get Garrison Boots. ‘’Level cap item: 20’’
Mage%27s Sandals 	20 	Def: 5 MP: 3 AGI: 1 	If you were too poor/unwilling to get Garrison Boots. ‘’Level cap item: 20’’
Ea%27s Crackows (r/ex) 	25 	Def: 4 MND: 1 MP: 1% 	If you have these, your WHM is probably level 37 or higher, but if you happen to have them (or are level syncing!) these work pretty well, and are better than Garrison Boots.
San d%27Orian Clogs (Kingdom Clogs) 	25 	Def: 6(7) HP: 3 (4) MP: 3 (4) AGI: 1 	If you were too poor/unwilling to get Garrison Boots.
Seer%27s Pumps (+1) 	29 	Def: 6(7) MP: 4(5) MND: 1(2) 	Awesome. Better than Garrison Boots. ‘’Level Cap Item: 30, 40’’
Enlil%27s Crackows (r/ex) 	35 	Def: 5 MND: 1 MP: 1% Enmity: -1 	If you have these, your WHM is probably level 37 or higher, but if you happen to have them (or are level syncing!) these work pretty well, and are better than Seer%27s Pumps %2B1. ‘’Level Cap Item: 40’’
Mannequin Pumps (r/ex) 	35 	Def: 6 MP: 12 INT: 1 MND: 2 	Obtained through a quest after the expensive mannequin quest. Better than Seer%27s Pumps %2B1. ‘’Level Cap Item: 40’’
Crow Gaiters (Raven Gaiters) 	50 	Def: 8(9) Evasion: 4(5) Enmity: -4 (-5) 	Better than your AF. Keep your Seer%27s Pumps %2B1 for debuffs. ‘’Level Cap Item: 50, 60’’
Cure Clogs 	59 	Def: 14 "Cure" Cast Time: -15% 	These are pretty great for cures, especially when stacked with full merits. Be sure to equip BEFORE casting cure in your macro to get the effect. Optional, as some WHM would rather have the MND and -enmity of Blessed. I personally recommend them. ‘’Level Cap Item: 60’’
River Gaiters 	62 	Def: 9 MP: 35 DEX: -3 INT: 4 MND: 4 	Mithra RSE. Macro into debuffs.
Creek F Clomps/Creek M Clomps 	62 	Def: 9 HP: 35 MP: -35 STR: 4 VIT: 4 INT: -3 	Tarutaru RSE. HP is great for Devotion.
Marine F Boots/Marine M Boots 	62 	Def: 9 HP: 60 STR: 3 DEX: 3 VIT: 2 AGI: 2 INT: -3 MND: -3 CHR: -3 	Hume RSE. HP is great for Devotion.
Cobra Crackows 	68 	DEF 10 HP +22 MP +22 "Magic Atk. Bonus" +3 "Conserve MP" +3
Set: Increases Magic Accuracy 	Optional. Macro into buffs for the Conserve MP, although the haste from Blessed Pumps +1.
Root Sabots 	69 	Def: 18 HP: 35 Bind: Adds "Regen" Effect Enchantment: Bind 	HP gear for Devotion for all races except Hume.
Blessed Pumps (+1) 	70 	Def: 14(15) MP: 17(20) MND: 3(4) Enmity: -4(-5) Haste: 2%(3%) 	An amazing set of shoes, these can be used for buff recast times and also cures if the WHM chooses not to use Cure Clogs. Rostrum Pumps have a weaker Fast Cast compared to the Haste on these.
Herald%27s Gaiters 	70 	Def: 16 MP: 12 Movement Speed: 12% Evasion: 8 	Luxury item. The WHM Movement Speed equipment.
Hydra Gaiters 	70 	Def: 14 MP Recovered While Healing: 2 Enmity: -5 Evasion: 6 Accuracy: 6 	Rare Dynamis-Tavnazia drop that can be used as an HMP piece, although there are several that are better.
Numerist Pumps 	70 	Def: 14 MP recovered while healing: 3 Elemental Magic Skill: 4 	ZNM drop. The highest HMP you can get, tied with Avocat Pigaches. Avocat Pigaches are better, though, because of the -enmity.
Cleric%27s Duckbills (+1) 	71 (75)	Def: 15(16) MP: 18 MND: 5(6) Enmity: -1(-2) Enhancing Magic Skill: 10 	Relic feet. Good for Barspells and Stoneskin, as long as your Enhancing Magic Skill is already at cap.
Avocat Pigaches (r/ex) 	72 	Def: 16 Enfeebling Magic Skill: 3 Enmity: -3 MP Recovered While Healing: 3 	ZNM drop. Best option for HMP feet due to the -enmity. Enfeebling Magic is great, too.
Zenith Pumps (+1) (r/ex) 	73 	Def: 20(21) INT: 2(3) CHR: 2(3) Convert HP to MP: 50(55) 	Optional, used to activate latent on Medicine Ring.
Marduk%27s Crackows (r/ex) 	74 	Def: 20 MND: 10 Set: Enhances "Fast Cast" Effect Enmity: -4 Summoning Magic Skill: 5 String Instrument Skill: 5 Enfeebling Magic Skill: 5 MP: 3%	Your best option for cures if not using Cure Clogs. Also good for the Enfeebling Magic Skill.
Goliard Clogs (r/ex) 	75 	Def: 19 DEX: 4 INT: 4 MND: 4 CHR: 4 Evasion: 5 MP Recovered While Healing: 3 Magic Accuracy: 2 Set: "Magic Defense Bonus" 	Most HMP you can get on a clog, although Avocat Pigaches are better options. Magic Accuracy is great for Repose, and the only foot piece with more Magic Accuracy are Valkyrie%27s Clogs.
Nashira Crackows (r/ex) 	75 	Def: 13 Haste: 1% Summoning Magic Skill: 5 Elemental Magic Skill: 5 Magic Accuracy: 2 	A good option for Repose.
Shadow Clogs (Valkyrie%27s Clogs) (r/ex)	75 	Def: 11 (12) MND: 5 (6) CHR: 5 (6) Magic Accuracy: 2 (3) Physical Damage Taken: 1% (+2%) Enmity: -2 (-3) 	The best option available for Repose.
====Melee====
Name 	Lvl 	Effects 	Comments
Ash Clogs (+1) 	1 	Def: 1(2) 	
Solea (+1) 	8 	Def: 2(3) 	
Gaiters (+1) 	11 	Def: 3(4) 	
Light Soleas 	13 	Def: 4 Evasion: 3 	
Garrison Boots 	18 	Def: 4 INT: 1 MND: 1 	Expensive, but there aren’t better options at this level. ‘’Level cap item: 20’’
Seer%27s Pumps (+1) 	29 	Def: 6(7) MP: 4(5) MND: 1(2) 	Awesome. Better than Garrison Boots. ‘’Level Cap Item: 30, 40, 50, 60’’
Wonder Clomps 	29 	Def: 5 HP: 20 STR: 2 	Tarutaru RSE. Use for TP and Staff WS. ‘’Level Cap Item: 30, 40, 50, 60’’
Savage Gaiters 	29 	Def: 5 HP: 16 STR: 3 CHR: 2 	Mithra RSE. Better than Seer%27s Pumps %2B1, use for TP and WS. ‘’Level Cap Item: 30, 40, 50, 60’’
Mannequin Pumps (r/ex) 	35 	Def: 6 MP: 12 INT: 1 MND: 2 	Obtained through a quest after the expensive mannequin quest. Better than Seer%27s Pumps %2B1. ‘’Level Cap Item: 40, 50, 60’’
Mountain Gaiters 	38 	Def: 7 STR: 1 INT: 2 Spell Interruption Rate: -5% Evasion: 2 	Expensive, but good for Staff WS and general TP for Humes, Galka and Elvaan. ‘’Level Cap Item: 40, 50,60’’
Storm Gambieras 	50 	Def: 9 STR: 2 HP recovered while healing: 2 	Rare Assault appraisal, but great for Staff WS and general TP for all except Mithra. ‘’Level Cap Item: 50, 60’’
Cobra Pigaches (r/ex) 	55 	Def: 10 MND: 2 CHR: 2 	Optional replacement for Seer%27s Pumps %2B1 for club WS. ‘’Level Cap Item: 60’’
Tabin Boots (+1) 	55 	Def: 11(12) Accuracy: 2(3) Evasion: 2(3) 	Finally some nice accuracy feet! ‘’Level Cap Item: 60’’
Creek F Clomps/Creek M Clomps	62 	Def: 9 HP: 35 MP: -35 STR: 4 VIT: 4 INT: -3 	Tarutaru RSE. Great for Staff WS.
Marine F Boots/Marine M Boots	62 	Def: 9 HP: 60 STR: 3 DEX: 3 VIT: 2 AGI: 2 INT: -3 MND: -3 CHR: -3 	Hume RSE. Good for Staff WS (and Staff WS only!)
Blessed Pumps (+1) 	70 	Def: 14(15) MP: 17(20) MND: 3(4) Enmity: -4(-5) Haste: 2%(3%) 	Great for the Haste, and the MND for WS.
Hydra Gaiters 	70 	DEF: 14 Accuracy +6 Evasion +6 Enmity -5 MP Recovered While Healing +2 	Rare Dynamis-Tavnazia drop that is great for the Accuracy.
Cleric%27s Duckbills (+1) 	71 (75)	Def: 15(16) MP: 18 MND: 5(6) Enmity: -1(-2) Enhancing Magic Skill: 10 	Relic feet. Optional for the increased MND (compared to Blessed Pumps) to macro in for WS. Can also macro into Stoneskin while soloing, although Haste may be better.
Marduk%27s Crackows (r/ex) 	74 	Def: 20 MND: 10 Set: Enhances "Fast Cast" Effect Enmity: -4 Summoning Magic Skill: 5 String Instrument Skill: 5 Enfeebling Magic Skill: 5 MP: 3%	Your best option for WS macro due to the MND.
===Neck===
====Party====
Name 	Lvl	Effects 	Comments
Pile Chain (r/ex) 	3 	HP: 3 Accuracy: 1 	East Sarutabaruta casket. Use if you happen to have it, don’t go crazy looking for one.
Justice Badge 	7 	Def: 1 MND: 3 	’’Level cap item: 20’’
Holy Phial 	26 	Def: 3 MP: 9 MND: 3 	’’Level cap item: 30, 40’’
Stone Gorget (r/ex) 	39 	Def 4 Enhances “Stoneskin” Effect. 	Obtained from ENM. Adds 30 HP to Stoneskin. ’’Level cap item: 40, 50, 60’’
Promise Badge 	48 	Def: 3 HP: 10 MND: 5 	’’Level cap item: 50’’
Beak Necklace (+1) 	50 	Def: 4(5) MP: 20(22) MP Recovered While Healing: 1(2) 	Macro into resting, keep Promise Badge. ’’Level cap item: 50’’
Ajari Bead Necklace 	58 	AGI: 2 MND: 6 	’’Level cap item: 60’’
Grandiose Chain 	60 	HP: 10 MP: 10 HP Recovered While Healing: 2 MP Recovered While Healing: 2 	Macro into resting. ’’Level cap item: 60’’
Spider Torque 	64 	Enfeebling Magic Skill: 5 	Macro into debuffs. A cheaper version of Enfeebling Torque
Enfeebling Torque 	64 	[Vs. Fire: 5 Enfeebling Magic Skill: 7 	Macro into debuffs.
Divine Torque 	64 	VS. Lightning: 5 Divine Magic Skill: 7 	Macro into Repose.
Enhancing Torque 	64 	Vs. Earth: 5 Enhancing Magic Skill: 7 	Optional. Macro into barspells.
Morgana%27s Choker (r/ex)	70 	STR: -2 DEX: -2 MND: 5 Convert HP to MP: 40 	Best option available for WHM, obtained through Einherjar Ichor.
Gnole Torque (r/ex) 	72 	MND: 5 MP Recovered While Healing: 3 	Best HMP neck option available for WHM, tied with Phi Necklace. Obtained through a hoardbox in Moblin’s Maze Mongers.
Phi Necklace (r/ex) 	75 	Salvage: Healing Magic Skill: 3 MP Recovered While Healing: 3 Salvage: Enfeebling Magic Skill: 3	Best HMP neck option available for WHM, tied with Gnole Torque. Obtained through a rare Assault appraisal.
====Melee====
Name 	Lvl 	Effects 	Comments
Pile Chain (r/ex) 	3 	HP: 3 Accuracy: 1 	East Sarutabaruta casket. Great source of accuracy at such a low level. ‘’Level cap item: 20’’
Justice Badge 	7 	Def: 1 MND: 3 	Great for club WS. ’’Level cap item: 20’’
Fang Necklace (Spike Necklace) 	21 	STR: 2(3) DEX: 2(3) MND: -4(-6) 	Only use for TP or Staff WS, never for Club WS. ‘’Level cap item: 30, 40, 50, 60’
Tiger Stole 	24 	Def: 2 Attack: 5 	Great for TP. ‘’Level cap item: 30’’
Holy Phial 	26 	Def: 3 MP: 9 MND: 3 	Club WS item. ’’Level cap item: 30, 40’’
Peacock Amulet/Peacock Charm (r/ex)	33 	Vs. Dark: -10 Accuracy: 10 Ranged Accuracy: 10 	Amazing TP item, but extremely expensive. ’’Level cap item: 40, 50, 60’’
Stone Gorget (r/ex) 	39 	Def 4 Enhances “Stoneskin” Effect. 	Provoker NM drop. Adds 30 HP to Stoneskin. ’’Level cap item: 40, 50, 60’’
Promise Badge 	48 	Def: 3 HP: 10 MND: 5 	Club WS. ’’Level cap item: 50’’
Storm Gorget 	50 	Def: 4 DEX: 2 AGI: -2 Attack: 6 	TP necklace if you don’t have Peacock Charm. ’’Level cap item: 50’’
Ajari Bead Necklace 	58 	AGI: 2 MND: 6 	Club WS. ’’Level cap item: 60’’
Spectacles 	59 	Def: 2 Vs. Ice: -7 Ranged Accuracy: 7 Accuracy: 7 	Get these if you don’t have a Peacock Charm. ’’Level cap item: 60’’
Flame Gorget 	72 (r/ex)	Latent Effect: Increases Weapon Skill Accuracy and Damage	Used for Hexa Strike.
Soil Gorget 	72 (r/ex)	Latent Effect: Increases Weapon Skill Accuracy and Damage	Used for Retribution.
Aqua Gorget 	72 (r/ex)	Latent Effect: Increases Weapon Skill Accuracy and Damage	Used for Retribution.
Breeze Gorget 	72 (r/ex)	Latent Effect: Increases Weapon Skill Accuracy and Damage	Used for Black Halo and Randgrith.
Light Gorget 	72 (r/ex)	Latent Effect: Increases Weapon Skill Accuracy and Damage	Used for Hexa Strike.
Shadow Gorget 	72 (r/ex)	Latent Effect: Increases Weapon Skill Accuracy and Damage	Used for Retribution and Black Halo.
Prudence Torque (r/ex) 	73 	INT: 5 Great Sword Skill: 7 Club Skill: 7 	Dropped from Jailer of Prudence, the best neck piece for Club. With low drop rates and DRK priority, good luck getting one.
Temperance Torque (r/ex) 	73 	CHR: 5 Axe Skill: 7 Staff Skill: 7 	Dropped from Jailer of Temperance, the best neck piece for Staff. With low drop rates and WAR priority, good luck getting one.
===Back===
====Party====
Name 	Lvl	Effects 	Comments
Elixir Tank 	1 	Dispense: Elixir 	If you reaaaallly want to fill up that back slot early, although if you’re that rich, you could probably keep this around until you’re out of elixir.
Ether Tank 	1 	Dispense: Ether 	If you reaaaallly want to fill up that back slot early.
Persikos Tank 	1 	Dispense: Persikos au Lait 	If you reaaaallly want to fill up that back slot early. Persikos au Lait has the hihest regen out of the Au Lait Tanks....or you can be cheap and buy a few stacks of [Selbina Milk]] and call it a day
Cape (+1) 	7 	Def 1: (2) 	Your first real cape.
Mist Silk Cape 	10 	Def: 3 MND: 1 Vs. Light: 3 	Get this, as there isn’t anything better for a while. ‘’Level ca item: 20, 30’’
White Cape (+1) 	32 	Def 3 (4) MND: 2 (3) 	Get the HQ, you’ll probably wear this for a while.. ‘’Level cap Item: 40, 50’’
Red Cape (+1) 	43 	Def 4 (5) INT: 2(3) MND: 2 (3) 	Optional upgrade. ‘’Level cap item: 50’’
Skulker%27s Cape 	50 	Def: 4 Enhances "Sneak" Effect Enhances "Invisible" Effect 	Boroka drop. Fun macro item. ‘’Level cap item: 50, 60’’
Amity Cape 	51 	Enmity -3 	Optional luxury item. Used to synth into Errant Cape, one of the best capes for WHM available. If you use this, keep your White/Red Cape +1 for debuffs.
Miraculous Cape 	60 	Def: 5 MP: 15 MND: 3 CHR: 3 Enmity: -1 	WHM gets a few options for capes at 60, and this is your best bet. It will last until endgame. Obtained through assault points, so isn’t that hard to get. ‘’Level cap item: 60’’
Invigorating Cape 	60 	Def: 5 MP: 1% Evasion: 3 MP Recovered While Healing: 1 	The only HMP back armor for WHM. Not too expensive, gotten through assault points. ‘’Level cap item: 60’’
Aslan Cape (r/ex) 	70 	Def: 7 HP: -20 MP: 20 MND: 5 CHR: -5 	Obtained through Einherjar Therion Ichor. Your best cape option for augmenting cures, but Errant Cape is better.
Gigant Mantle 	70 	Def: 4 HP: 80 	Devotion gear.
Altruistic Cape (r/ex) 	73 	MP: 25 Divine Magic Skill: 5 Healing Magic Skill: 5 Enfeebling Magic Skill: 5 	Debuff and Repose gear all in one.
Merciful Cape (r/ex) 	73 	MP: 25 Elemental Magic Skill: 5 Enhancing Magic Skill: 5 Dark Magic Skill: 5 	Optional. Might add a point to barspells.
Errant Cape (Mahatma Cape)	73 	Def: 9 MP: 30 Enmity: -5 	In my opinion, the best. The huge chunk of -enmity is worth the MND sacrifice.
Ixion Cape 	74 	Def: 5 STR: -5 DEX: -5 VIT: -5 AGI: -5 INT: 5 MND: 5 CHR: 5 Enmity: -2 Convert HP to MP: 20	This cape would be amazing if it didn’t have -VIT. The -VIT will negate the +MND for your cures. As such, I do not recommend it. Note: 1 MND = 3 VIT so your making a net gain of around 3 MND still from this item
====Melee====
Name 	Lvl	Effects 	Comments
Elixir Tank 	1 	Dispense: Elixir 	If you reaaaallly want to fill up that back slot early, although if you’re that rich, you could probably keep this around until you’re out of elixir.
Ether Tank 	1 	Dispense: Ether 	If you reaaaallly want to fill up that back slot early.
Persikos Tank 	1 	Dispense: Persikos au Lait 	If you reaaaallly want to fill up that back slot early. Persikos au Lait has the hihest regen out of the au Lait Tanks....or you can be cheap and buy a few stacks of [Selbina Milk]] and call it a day
Cape (+1) 	7 	Def 1: (2) 	Your first real cape.
Mist Silk Cape 	10 	Def: 3 MND: 1 Vs. Light: 3 	Club WS augment. ‘’Level cap item: 20, 30’’
White Cape (+1) 	32 	Def 3 (4) MND: 2 (3) 	Club WS augment. ‘’Level cap Item: 40, 50’’
Rearguard Mantle 	40 	Def: 4 STR: 1 VIT: 1 	You can use this for TP and Staff WS. ‘’Level cap item: 40’’
Red Cape (+1) 	43 	Def 4 (5) INT: 2(3) MND: 2 (3) 	Optional upgrade. ‘’Level cap item: 50’’
Skulker%27s Cape 	50 	Def: 4 Enhances "Sneak" Effect Enhances "Invisible" Effect 	Boroka drop. Fun macro item. ‘’Level cap item: 50, 60’’
Bellicose Mantle 	52 	Def: 3 HP: -10 Attack: 6 	Your best TP item, as WHM don’t get many DD capes.‘’Level cap item: 60’’
Royal Army Mantle 	55 	Def: 9 STR: 2 MND: 2 	Good for club and staff WS.
Aslan Cape (r/ex) 	70 	Def: 7 HP: -20 MP: 20 MND: 5 CHR: -5 	Obtained through Einherjar Therion Ichor. Good cape for WS.
Boxer%27s Mantle (r/ex)	70 	Def: 8 Evasion Skill: 10 Parrying Skill: 10 Shield Skill: 10 Guarding Skill: 10	Ancient Beastcoin purchase. WHM doesn’t get much for melee capes, so you may consider this piece for soloing.
Prism Cape 	71 	Def: 8 HP: 10 MP: 10 INT: 4 MND: 4 CHR: 4 	The HQ trumps Royal Army Mantle for WS.
===Waist===
====Party====
Name 	Lvl	Effects 	Comments
Blood Stone (+1) 	1 	HP: 5 (7) 	
Heko Obi (+1) 	8 	Def: 1(2) (Spell Interruption Rate: -8%) 	Or you can keep the Blood Stone.
Friar%27s Rope 	14 	Def: 2 MP: 5 MND: 1 Vs. Dark: 2 Vs. Light: 2 	Lasts for a long time. ‘’Level cap item: 20, 30’’
Mohbwa Sash (+1) 	20 	Def: 2(3) MP: 10(12) MP Recovered While Healing: 1(2) 	Get the HQ, this lasts for awhile as a resting macro. ‘’Level cap item: 20, 30’’
Oracle%27s Belt 	39 	Def: 3 MP: 7 MND: 1 	Finally, an upgrade. ‘’Level cap item: 40’’
Qiqirn Sash (+1) 	40 	Def: 4(5) MP: 12(14) MP Recovered While Healing: 2(3) 	Mohbwa upgrade. Get the HQ, as this will last you until endgame. ‘’Level cap item: 40, 50, 60’’
Reverend Sash 	41 	Def: 3 INT: 2 MND: 2 CHR: 2 MP Recovered While Healing: 1 	A little bit pricy, but it is better than Oracle%27s Belt. Keep your Qiqurn Sash for HMP.
Desert Stone 	50 	Def: 1 MP: 40 DEX: -5 INT: 3 CHR: 2 	Galka RSE. Expensive, but very good. ‘’Level cap item: 50’’
Forest Stone 	50 	Def: 1 MP: 40 DEX: -5 AGI: 2 INT: 3 	Elvaan RSE. Expensive, but very good. ‘’Level cap item: 50’’
Jungle Stone 	50 	Def: 2 MP: 30 AGI: -5 INT: 2 MND: 3 	Mithra RSE. Expensive, but very good. ‘’Level cap item: 50’’
Ocean Stone 	50 	Def: 2 MP: 30 STR: -5 INT: 3 MND: 2 	Hume RSE. Expensive, but very good. ‘’Level cap item: 50’’
Steppe Stone 	50 	Def: 3 MP: 20 STR: -5 VIT: 2 MND: 3 	Tarutaru RSE. Expensive, but very good. ‘’Level cap item: 50’’
Swift Belt (r/ex)	50 	Haste: 4% Attack: -5 Accuracy: 3 	Other than Ninurta%27s Sash, this is the only Haste belt that WHM can use. Great item, although hard to obtain. Use by macroing into buffs to lower casting and recast times such as Haste, Reraise, Raise, Regen and Erase. ‘’Level cap item: 50, 60’’
Penitent%27s Rope	60 	Def: 4 HP: -20 INT: 5 MND: 5 Enmity: -3 	Replaces all RSE. Great belt. ‘’Level cap item: 60’’
Cleric%27s Belt 	70 	Def: 4 MP: 40 MND: 6 MP recovered while healing: 3 	The best WHM belt, obtained through Dynamis-Qufim and Dynamis-Valkurm. Lets you sell your Qiqirn Sash +1!
Desert Sash 	70 	Def: 7 HP: 30 AGI: 4 INT: -4 	Galka RSE. HP is good for Devotion.
Forest Sash 	70 	Def: 7 HP: 30 DEX: 4 INT: -4 	Elvaan RSE. HP is good for Devotion.
Jungle Sash 	70 	Def: 6 HP: 45 STR: 4 MND: -4 	Mithra RSE. HP is good for Devotion.
Ocean Sash 	70 	Def: 6 HP: 45 STR: 4 INT: -4 	Hume RSE. HP is good for Devotion.
Steppe Sash 	70 	Def: 5 HP: 60 VIT: 4 MND: -4 	Tarutaru RSE. HP is good for Devotion.
Korin Obi (r/ex) 	71 	Def: 7 Gain Full Benefit of Lightsday/light weather bonuses	Using this in conjunction with a Scholar aurorastorm or in a place with permanent light weather, like Temenos, this will increase your cures by 10-35%. Highly recommended.
====Melee====
Name 	Lvl	Effects 	Comments
Blood Stone (+1) 	1 	HP: 5 (7) 	
Heko Obi (+1) 	8 	Def: 1(2) Spell Interruption Rate: -8% 	Or you can keep the Blood Stone.
Friar%27s Rope 	14 	Def: 2 MP: 5 MND: 1 Vs. Dark: 2 Vs. Light: 2 	Club WS item. ‘’Level cap item: 20’’
Mercenary Captain%27s Belt	30 	Def: 3 DEX: 1 VIT: 1 AGI: 1 INT: 1 MND: 1 CHR: 1 	‘’Level cap item: 30, 40’’
Staff Belt 	30 	Latent Effect: Staff Skill: 5 	If BLM is your support job, then this is active. ‘’Level cap item: 30’’
Tilt Belt 	40 	Def: 3 Accuracy: 5 Evasion: -5 	Great TP belt. ‘’Level cap item: 40’’
Reverend Sash 	41 	Def: 3 INT: 2 MND: 2 CHR: 2 MP Recovered While Healing: 1 	Good for club ws.
Life Belt 	48 	Accuracy: 10 	Awesome TP item, lasts a long time in situations you need acc. ‘’Level cap item: 50’’
Jungle Stone 	50 	Def: 2 MP: 30 AGI: -5 INT: 2 MND: 3 	Mithra RSE. Good for club ws. ‘’Level cap item: 50’
Desert Belt 	50 	Def: 5 HP: 20 STR: 2 AGI: 3 INT: -5 	Galka RSE. Good for ws. ‘’Level cap item: 50, 60’’
Jungle Belt 	50 	Def: 4 HP: 30 STR: 3 VIT: 2 INT: -5 	Mithra RSE. Good for ws, more versatile than Jungle Stone. ‘’Level cap item: 50, 60’’
Ocean Belt 	50 	Def: 4 HP: 30 STR: 3 DEX: 2 INT: -5 	Hume RSE. Good for ws. ‘’Level cap item: 50, 60’’
Steppe Belt 	50 	Def: 3 HP: 40 STR: 2 VIT: 3 INT: -5 	Tarutaru RSE. Good for staff ws. ‘’Level cap item: 50, 60’’
Swift Belt (r/ex) 	50 	Haste: 4% Attack: -5 Accuracy: 3 	Other than Ninurta%27s Sash, this is the only Haste belt that WHM can use. The best TP belt you can feasibly attain. ‘’Level cap item: 50, 60’’
Twinthread Obi +1 	52 	Def: 5 MND: 3 Spell Interruption Rate: -8% Enhances Resist Poison Effect	Club WS item for tarutaru and galka, replaces Reverend Sash.
Penitent%27s Rope 	60 	Def: 4 HP: -20 INT: 5 MND: 5 Enmity: -3 	Great belt for club WS for all races. ‘’Level cap item: 60’’
Cleric%27s Belt 	70 	Def: 4 MP: 40 MND: 6 MP Recovered While Healing: 3 	This great WHM belt can also be used for WS.
===Rings===
====Party====
Name 	Lvl	Effects 	Comments
Ascetic%27s Ring 	1 	MND: 1 	
San d%27Orian Ring (r/ex) 	1 	Def: 2 STR: 1 MND: 1 	Can replace an Ascetic%27s Ring.
Astral Ring 	10 	Convert HP to MP: 25 	Optional and expensive. ‘’Level cap item: 20, 30’’
Saintly Ring (+1) 	10 	MND: 2 (3) ‘’Level cap item: 20, 30, HQ: 40, 50’’ 	
Carect Ring (r/ex) 	25 	MP: 20 MND: 1 	Can replace a Saintly Ring or an Astral Ring, but drops from a barge NM that is difficult to camp. ‘’Level cap item: 30’’
Tamas Ring (r/ex) 	30 	MP: 15~30 INT: 2~5 MND: 2~5 Enmity: -3 	Best ring available for WHM and most mages. Obtained by completing CoP. ‘’Level cap item: 30, 40, 50, 60’’
Solace Ring (+1) 	36 	(Def: 2) MND: 3 Vs. Water: 6 (7) 	Replaces astrals and saintly’s. ‘’Level cap item: 40, 50’
Ether Ring (rare) 	40 	Convert HP to MP: 30 	Optional replacement for a Solace Ring. ‘’Level cap item: 40, 50’’
Vilma%27s Ring (r/ex) 	40 	INT: 1 MND: 1 CHR: 1 Convert HP to MP: 25 	Difficult to obtain replacement for a Solace Ring. ‘’Level cap item: 40, 50’’
Kshama Ring No. 9 (r/ex) 	49 	MP: 5 MND: 3 	Difficult to obtain replacement for a Solace Ring, Ether Ring or Vilma%27s Ring. Dropped from an ENM. ‘’Level cap item: 50’’
Hale Ring (rare) 	50 	INT: 3 MND: 3 Enhances "Resist Virus" Effect 	Optional Replacement for a Solace Ring. ‘’Level cap item: 50’’
Medicine Ring (rare) 	50 	Latent Effect: "Cure" Potency: 10% 	A powerful but situational ring. Latent is active while HP ≤ 75% and TP ≤ 100%. You can force the latent to activate by equipping several Convert HP to MP equipments such as Serket Ring and Zenith gear, then swapping all of the gear for something else, thereby reducing your HP to under 75%. Alternatively, you can sub scholar and use Sublimation to lower your HP for you. Keeping your HP at a low level can be life threatening in AoE intensive fights, as well as a hassle when teammates cure your latent off, but when successful, can well be worth the effort. ‘’Level cap item: 50, 60’’
Balrahn%27s Ring (r/ex) 	50 	Assault: Adds "Refresh" Effect Assault: CHR: 4 Assault: MND: 4 Assault: INT: 4 Magic Accuracy: 4	WHM’s choice from the ToAU rings. Situational. Amazing for Assault and Salvage, other times should be macroed into debuffs and Repose.
Serket Ring (rare) 	51 	Rare Def: 3 Convert HP to MP: 50 	Expensive and optional replacement for a MND ring. ‘’Level cap item: 60’’
Aquamarine Ring (Serenity Ring (+1))	54 	((Def: 3)) MND: 3 (4) Vs. Water: 7 (8) ((9)) 	Replaces everything except Serket Ring and Tamas Ring. ‘’Level cap item: 60’’
Bomb Queen Ring (r/ex) 	61 	HP: 75 Vs. Fire: -75 	Endgame ring only, HP is for Devotion.
Vivian Ring (r/ex) 	61 	Def: 2 INT: 1 MND: 1 Convert HP to MP: 50 	Drop from Voluptuous Vivian, replaces MND rings and Serket Ring.
Bloodbead Ring 	62 	Def: 2 HP: 50 MP: -10 	Endgame ring only, HP is for Devotion.
Serene Ring (rare) 	69 	INT: 2 MND: 2 CHR: 2 Enmity: -2 Convert HP to MP: 15 	A rare ENM drop,this great ring replaces all MND rings, Vivian Ring and Serket Ring. Probably the third best ring (ignoring Tamas Ring) WHM can get. Star Ring/Celestial Ring is better.
Communion Ring (+1) 	72 	(Def: 4) MND: 5 Vs. Water: 10(11) 	Replaces Serenity Ring.
Star Ring (Celestial Ring) 	72 	MP: 20 MND: 4(5) Vs. Water: 9(10) MP recovered while healing: 1 	Best compliment to Tamas Ring available and great for HMP. Expensive and rare, the materials come from Einherjar.
Aqua Ring 	74 	Def: 3 STR: 2 DEX: -2 MND: 5 	Alternative to Communion Ring.
Omega Ring (r/ex) 	75 	INT: 3 MND: 3 CHR: 3 Magic Accuracy: 3 	Einherjar Ichor purchase, this ring is great for debuffs and Repose.
Pi Ring (r/ex) 	75 	MND: 5 Salvage: Enhances "Fast Cast" Effect 	Rare assault appraisal, yet another alternative to Aqua Ring/Communion Ring.
====Melee====
Name 	Lvl	Effects 	Comments
Ascetic%27s Ring 	1 	MND: 1 	Club WS.
San d%27Orian Ring (r/ex) 	1 	Def: 2 STR: 1 MND: 1 	Replaces an Ascetic’s Ring.
Bastokan Ring (r/ex) 	1 	HP: 3 DEX: 1 VIT: 1 	Can be used for TP.
Saintly Ring (+1) 	10 	MND: 2 (3) 	Club WS item. ‘’Level cap item: 20, 30, HQ: 40, 50’’
Courage Ring (+1) 	14 	STR: 2 Vs. Fire: 4 	TP and Staff WS item. ‘’Level cap item: 20, 30’’
Tamas Ring (r/ex) 	30 	MP: 15~30 INT: 2~5 MND: 2~5 Enmity: -3 	Good ring for club WS. ‘’Level cap item: 30, 40, 50, 60’’
Rajas Ring (r/ex) 	30 	STR: 2~5 DEX: 2~5 Store TP: 5 Subtle Blow: 5 	CoP Ring for melee. If you have this, then your main job is probably a melee job, and therefore you know how good it is. ‘’Level cap item: 30, 40, 50, 60’’
Archer%27s Ring/Shikaree Ring (r/ex)	30 	Accuracy: 2 Ranged Accuracy: 2 	Expensive, but great for TP.
Smilodon Ring +1 	32 	AGI: 2 Accuracy: 1 	TP rings for the poor.
Venerer Ring (rare) 	34 	Accuracy: 3 	
Jaeger Ring (r/ex) 	35 	Ranged Accuracy: 4 Accuracy: 4 	Hard to get, but a good TP ring.
Solace Ring (+1) 	36 	(Def: 2) MND: 3 Vs. Water: 6 (7) 	Optional club WS item. ‘’Level cap item: 40, 50’
Puissance Ring (+1) 	36 	(Def: 2) STR: 3 Vs. Fire: 6 (7) 	WS item. ‘’Level cap item: 40, 50’’
Sniper%27s Ring (+1) 	40 	Def: -10(-12) Vs. Dark: -20(-25) Ranged Accuracy: 5(7) Accuracy: 5(7)	Expensive, but your best TP/acc rings that you’re probably able to get.’’Level cap item: 40, 50, 60’’
Woodsman Ring 	40 	Evasion: -5 Ranged Accuracy: 5 Accuracy: 5 	A cheaper alternative to Sniper%27s Ring. ‘’Level cap item: 40, 50, 60’’
Assailant%27s Ring 	40 	Attack: 5 	If you don’t need the acc, an alternative to Sniper%27s Ring.
Kshama Ring No. 8 (r/ex) 	49 	STR: 3 Attack: 3 	A really good ring. Difficult to obtain replacement for a Puissance Ring. Dropped from an ENM. ‘’Level cap item: 50’’
Kshama Ring No. 9 (r/ex) 	49 	MP: 5 MND: 3 	Difficult to obtain replacement for a Solace Ring. Dropped from an ENM. ‘’Level cap item: 50’’
Hale Ring (rare) 	50 	INT: 3 MND: 3 Enhances "Resist Virus" Effect 	Optional Replacement for a Solace Ring. ‘’Level cap item: 50’’
Aquamarine Ring (Serenity Ring (+1))	54 	((Def: 3)) MND: 3 (4) Vs. Water: 7 (8) ((9)) 	Optional replacement for club WS for Victory Ring. ‘’Level cap item: 60’’
Sun Ring (Victory Ring (+1)) 	54 	((Def: 3)) STR: 3 (4) Vs. Fire: 7 (8) ((9)) 	Optional replacement for club WS for Victory Ring. ‘’Level cap item: 60’’
Toreador%27s Ring 	57 	Def: 1 HP: 10 Accuracy: 7 	Expensive ENM drop, replaces serkets. ‘’Level cap item: 60’’
Moliones%27s Ring (rare) 	70 	STR: 4 Enhances "Souleater" Effect Set: Increases Accuracy 	Alternative to Victory Ring, and a fun toy for WHM/DRK play.
Scintillant Ring 	71 	STR: 2 DEX: 2 VIT: 2 AGI: 2 INT: 2 MND: 2 CHR: 2 	Alternative to Victory Ring, as it is more balanced between MND and STR. Only lasts for 1 level, though.
Communion Ring (+1) 	72 	(Def: 4) MND: 5 Vs. Water: 10(11) 	Replaces Serenity Ring, good for Club WS.
Triumph Ring (+1) 	72 	(Def: 4) STR: 5 Vs. Fire: 10(11) 	Replaces Victory Ring, good for WS.
Star Ring (Celestial Ring) 	72 	MP: 20 MND: 4(5) Vs. Water: 9(10) MP recovered while healing: 1 	Expensive and rare, the materials come from Einherjar. Good for club WS.
Aqua Ring 	74 	Def: 3 STR: 2 DEX: -2 MND: 5 	Combination of STR and MND makes this the best WS ring available. Flame Rings are not recommended because they are -MND.
Mars%27s Ring (rare) 	75 	Def: -8 Evasion: -8 Accuracy: 8 Attack: 8 	AV drop, unattainable for most. Best accuracy ring for all melee. Good luck.
===Earrings===
====Party====
Name 	Lvl	Effects 	Comments
Raising Earring 	1 	Enchantment: Reraise 	If you created a character after September 2008 you can get one of these handy earrings for the early levels.
Onyx Earring (Energy Earring (+1))	10 	((Def: 1)) MP: 2(3)((4)) Vs. Dark: 2(3)((4)) 	‘’Level Cap Item: 20, 30’’
Morion Earring (+1) 	30 	MP: 4(5) INT: 1(2) 	Optional. ‘’Level Cap Item: 30’’
Black Earring (Aura Earring (+1)) 	31 	((Def: 1)) MP: 4(5)((6)) Vs. Dark: 4(5)((6)) 	
Bloodbead Earring (rare) 	32 	HP: 25 	Endgame earring. HP is good for Devotion.
Pigeon Earring (+1) 	33 	HP: 20 (25) Vs. Water: 5 (7) 	Endgame earring. HP is good for Devotion.
Divine Earring (rare) 	35 	Divine Magic Skill: 3 	Great for Repose. ‘’Level Cap Item: 40, 50, 60’’
Healing Earring (rare) 	35 	Healing Magic Skill: 3 	Optional. Healing Magic Skill doesn’t do much but you have few other options at this level anyway.
Enfeebling Earring (rare) 	35 	Enfeebling Magic Skill +3 	Great for debuffs. ‘’Level Cap Item: 40, 50, 60’’
Enhancing Earring (rare) 	35 	Enhancing Magic Skill +1 	Optional. Use for Stoneskin or barspells .‘’Level Cap Item: 40, 50, 60’’
Geist Earring 	38 	MP: 5 MND:1 	Your best bet at this level. ‘’Level Cap Item: 40, 50, 60’’
Astral Earring (rare) 	45 	Convert HP to MP: 25 	Expensive replacement to a Geist Earring. ‘’Level Cap Item: 50, 60’’
Boroka Earring (r/ex) 	49 	INT: 1 MP recovered while healing: 1 	Hard to get drop from Boroka, but good for HMP. ‘’Level Cap Item: 50, 60’’
Antivenom Earring (rare) 	50 	MP: 15 Enhances "Resist Poison" effect MP recovered while healing: 1 	Great for HMP. Can be used as an alternative for a Geist. ‘’Level Cap Item: 50, 60’’
Insomnia Earring (rare) 	50 	HP: 15 MP: 15 Enhances Resist Sleep Effect 	Optional alternative to Geist. ‘’Level Cap Item: 50, 60’’
Quantz%27s Earring (r/ex) 	55 	MP: 10 INT: 1 MND: 1 	Hume RSE. ENM drop. Replaces Geist. ‘’Level Cap Item: 60’’
Ryakho%27s Earring (r/ex) 	55 	HP: 10 MND: 2 	Mithra RSE. ENM drop. Replaces Geist. ‘’Level Cap Item: 60’’
Zedoma%27s Earring (r/ex) 	55 	MP: 30 	Galka RSE. ENM drop. Replaces Geist and Astral. ‘’Level Cap Item: 60’’
Morukaka%27s Earring (r/ex) 	55 	HP: 35 	Tarutaru RSE. Endgame item, HP is good for Devotion.
Magnifying Earring (r/ex) 	62 	Ranged Accuracy: 1 HP recovered while healing: 1 MP recovered while healing: 1	HMP option, rare assault appraisal.
Relaxing Earring (r/ex) 	65 	MP recovered while healing: 2 	Best HMP option for the ears. Obtained by trading organs from sea.
Star Earring (Celestial Earring) 	67 	MP: 20(22) MND: 2(3) Vs. Fire: 11(12) Vs. Water: 11(12) 	Extremely expensive earring made from Einherjar drops. Good, but there are better options. Can keep around for debuffs.
Communion Earring (+1) 	67 	(Def: 1) MND: 2 Vs. Fire: 11(12) Vs. Water: 11(12) 	Can replace Geist for Elvaan and Tarutaru who don’t have RSE earrings. Can be used for debuffs.
Rapture Earring (r/ex) 	70 	MP: 10 MP recovered while healing: 1 	Another HMP option, although Antivenom Earring is better.
Magnetic Earring (r/ex) 	72 	MP: 10 MP recovered while healing: 1 	A great earring from Apocalypse Nigh. Conserve MP is great for buffs, and the HMP replaces antivenom.
Static Earring (r/ex) 	72 	MND: 2 Magic Defense Bonus: 2 Bonus Damage Added to Magic Burst 	Your other WHM viable option from Apocalypse Nigh, not as good as Magnetic Earring. Can be used for debuffs.
Roundel Earring (rare) 	73 	Def: 1 Cure Potency: 5% Waltz potency: 5% 	The best WHM earring available period. Extremely expensive, drops from campaign ops.
Loquacious Earring (r/ex) 	75 	MP: 30 Enhances "Fast Cast" Effect 	A great earring for casting buffs, thanks to Fast Cast.
Novia Earring (r/ex) 	75 	Enmity: -7 Evasion: 7 	The best compliment to Roundel Earring you can get. Drops from Jailer of Love.
====Melee====
Name 	Lvl	Effects 	Comments
Raising Earring 	1 	Enchantment: Reraise 	If you created a character after September 2008 you can get one of these handy earrings for the early levels.
Onyx Earring (Energy Earring (+1))	10 	((Def: 1)) MP: 2(3)((4)) Vs. Dark: 2(3)((4)) 	
Optical Earring (r/ex) 	10 	Def: 1 Attack: -2 Accuracy: 1 	An easy to camp NM for a good TP earring.
Bone Earring (+1) 	16 	Evasion: -1 Attack: 1 (2) 	‘’Level Cap Item: 20’’
Beetle Earring (+1) 	21 	Evasion: -2 Attack: 2 (3) 	‘’Level Cap Item: 30, 40’’
Geist Earring 	38 	MP: 5 MND:1 	Macro into club WS. ‘’Level Cap Item: 40, 50, 60’’
Tortoise Earring (+1) 	45 	Evasion: -3 (-2) Attack: 3 (4) 	‘’Level Cap Item: 50, 60’’
Harvest Earring (rare) 	49 	DEX: 1 AGI: 1 MND: 1 	Club WS. ‘’Level Cap Item: 50, 60’’
Heims Earring (rare) 	49 	STR: 1 VIT: 1 INT: 1 CHR: 1 	WS. ‘’Level Cap Item: 50, 60’’
Quantz%27s Earring (r/ex) 	55 	MP: 10 INT: 1 MND: 1 	Hume RSE. ENM drop. Club WS. ‘’Level Cap Item: 60’’
Ryakho%27s Earring (r/ex) 	55 	HP: 10 MND: 2 	Mithra RSE. ENM drop. Club WS. ‘’Level Cap Item: 60’’
Feyuh%27s Earring (r/ex) 	55 	STR: 1 VIT: 2 	Mithra RSE. ENM drop. WS. ‘’Level Cap Item: 60’’
Waetoto%27s Earring (r/ex) 	55 	STR: 2 VIT: 1 	Tarutaru RSE. ENM drop. WS. ‘’Level Cap Item: 60’’
Minuet Earring (rare) 	61 	STR: 1 DEX: 1 Minuet: Accuracy: 3 	WS.
Coral Earring (Merman%27s Earring)	63 	Magic Damage Taken: -1%(-2%) Evasion: -5(-4) Attack: 5(6) 	TP
Star Earring (Celestial Earring) 	67 	MP: 20(22) MND: 2(3) Vs. Fire: 11(12) Vs. Water: 11(12) 	Extremely expensive earring made from Einherjar drops. HQ are best option available for Club WS.
Communion Earring (+1) 	67 	(Def: 1) MND: 2 Vs. Fire: 11(12) Vs. Water: 11(12) 	Club WS.
Triumph Earring (+1) 	67 	(Def: 1) STR: 2 Vs. Fire: 11(12) Vs. Ice: 11(12) 	Great for a Staff melee WHM.
Suppanomimi (r/ex) 	72 	AGI: 2 Sword Skill: 5 Enhances Dual Wield Effect 	Best TP option for WHM/NIN from ark angels.
Bushinomimi (r/ex) 	72 	STR: 2 Great Katana Skill: 5 Parrying Skill: 5 	Other option for melee WHM from Ark Angels, this one a WS macro piece.
Static Earring (r/ex) 	72 	MND: 2 Magic Defense Bonus: 2 Bonus Damage Added to Magic Burst	Option for Club WS, if you have it. Apocalyse Nigh reward.
Brutal Earring (r/ex) 	75 	Store TP: 1 Enhances "Double Attack" Effect 	Best TP/WS earring for WHM available. Double Attack is great.
===Ammo===
====Party====
Name 	Lvl	Effects 	Comments
Fortune Egg (r/ex)	1 	VIT: 1 MP: 1% 	Egg-stravaganza event item. ‘’Level cap item: 20, 30’’
Morion Tathlum 	25 	Dmg: 12 Dly: 168 MP: 3 INT: 1 	Optional. ‘’Level cap item: 30’’
Holy Ampulla 	35 	MP: 5 MND: 1 	’’Level cap item: 40, 50, 60’’
Healing Feather 	70 	Dmg: 30 Dly: 999 Enchantment: Enhances healing magic	ENM drop, used for maximizing cures (it is +15% cure potency for 3 minutes)
Hedgehog Bomb 	70 	MP: 30 Enmity: -1 	The best.
White Tathlum 	70 	HP: 15 MP: 15 Enmity: -2 Store TP: 2 	Alternative to Hedgehog Bomb, if you really want another -enmity.
Aureole 	75 	Magic Accuracy: 8 	AV drop, unattainable for most. This is actually a ‘ranged’ item, but it is great for Repose and debuffs.
====Melee====
Name 	Lvl	Effects 	Comments
Fortune Egg 	1 	VIT: 1 MP: 1% 	Egg-stravaganza event item. Level cap item: 20, 30
Balm Sachet/Millefleurs Sachet	30 	STR: 1 INT: 1 	Hume RSE. Level cap item: 30, 40
Civet Sachet 	30 	DEX: 1 AGI: 1 	Mithra RSE. Level cap item: 30
Olibanum Sachet/Attar Sachet 	30 	STR: 2 	Elvaan RSE. Level cap item: 30, 40, 50, 60
Holy Ampulla 	35 	MP: 5 MND: 1 	For tarutaru, mithra and galka and other races without their RSE sachet. Level cap item: 40
Optical Needle 	50 	Accuracy: 1 	Level cap item: 50
Tiphia Sting 	58 	HP: -25 Evasion: -4 Attack: 2 Accuracy: 2	The best you get for this slot. Level cap item: 60
category:Guides