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High Tier Scrappy / Realm of the Mad God

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In a game that's purely Player Versus Environment, how can High-Tier Scrappies exist? The issue comes from the fact that that certain gear is so much better than others that there are few viable alternatives (usually worse, but easier to obtain). In a game where obtaining the best gear is a Luck-Based Mission, prepare to spend hours and hours grinding dungeons to obtain it. You'll also see these classes and gear frequently, especially when running the Exaltation dungeons.

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    Classes 
Classes are the simplest example. Unlike gear, you can freely pick a class, so why wouldn't you pick the best classes in the game?
  • Despite being the starting class, the Wizard has been historically one of the best picks in the game. This is because of his staggering 75/75 offensive spread (for reference, other offensive classes only have 75 in either ATT or DEX, not both) and the long range offered by his staves and his Spell, the latter of which is a low-cost nuke that can instantly deal up to several thousand damage anywhere the cursor can reach. His main weakness of being a Glass Cannon is offset by both his range letting him stay out of danger while he rains hell, and his damage output being so absurdly high once maxed that he can often kill enemies before they even have a chance to retaliate. His UT options only increase his absurd damage potential even further, making Wizard scale well into the endgame.
  • The Warrior is a ridiculously powerful DPS monster who is also blessed with high DEF and VIT from his status as a heavy class, and extraordinary mobility from his Helm's on-demand Speedy buff. His 75 base ATT and Berserk buff from his Helm (which buffs his and all nearby allies' fire rate by 25%) gives him some of the highest sustained DPS in the entire game, turning him into a bona fide Lightning Bruiser. Not only does he have both significant teamplay and solo value because of his potent buffs, his alternate Helms trade off his speedy to further bolster his other strengths - increasing his already high DPS with the Hivemaster Helm and Vanguard's Visage, or giving him ridiculous amounts of bulk with the infamous Helm of the Juggernaut. His main weakness is his short range, but this can be circumvented through enough practice.
  • Paladin, for similar reasons as Warrior. Instead of Berserk and Speedy, Paladin can apply a team buff that gives everyone a temporary increase to max HP, along with Regenerating Health and a 25% damage boost. This not only significantly improves the damage of the entire team, but also gives survivability only surpassed by the Priest, with the bonus health and regeneration often being enough to completely negate sustained damage altogether. He not only makes for a powerful teammate, but also an incredible pick for solo content because of his nearly unparalleled ability to continue fighting endlessly as long as you have MP and don't get hit by a One-Hit Kill.
  • The Trickster has the highest stats of the dagger classes and nearly unparalleled mobility because of her high SPD and her ability being an instant teleportation with no cooldown and a relatively cheap MP cost. That alone would make her decently strong, but her decoy, although Difficult, but Awesome, has the potential to completely break many boss fights when utilized to its full potential, completely drawing the attention of any boss (especially chasing ones) while letting the party hammer them without any risk of being attacked back. The cheap cost, decent duration, and lack of a cooldown on most of the decoy items also allows the Trickster to potentially spam them indefinitely, especially if there are multiple in a group; items like the Brain of the Golem and Gambler's Fate also help this, giving Trickster the option to place extremely precise decoys wherever she wants. It got to the point where DECA had to indirectly nerf the class by giving a number of their newer bosses the ability to No-Sell decoys, such as the Shatters bosses and Treasurer Gemsbok.

    Weapons 
Weapons are the main component to a character's DPS, complemented by any stats provided by the ability, armor, and ring. Expect to see the Infinity +1 Sword here, along with the occasional Infinity -1 Sword.

Swords

  • The Sword of the Colossus is a staple endgame weapon for melee classes because of its almost unrivalled DPS. For comparison, each shot deals 280-295 damage resulting in an average shot dealing 287.5 damage. Compare that to the T14 Sword of Majesty's 250-305 damage per shot, an average of 277.5 damage. In addition, it fires from an extended range of 4.5 tiles (tiered swords have 3.5 range in comparison) and has no reduced rate of fire, letting melee classes deal immense damage from a relatively safe distance. Its sole drawback is its odd firing pattern that requires you to either sit on an enemy or be at max range to hit both shots, but this can be easily mitigated with awareness of spacing and enemy movement. Against large, slow targets, even this weakness becomes moot.
  • The Cheerful Chipper is notable for being possibly the single best close-ranged damage dealer for sword classes, dealing incredible DPS that surpasses the Sword of the Colossus (until 48 DEF) at a true range longer than Demon Blade and Pixie-Enchanted Sword. Its stagnating projectiles can even be turned into an advantage by laying them in the paths of moving enemies to deal massive damage. Despite it being limited, what really makes it this is that during the Oryxmas season, it's relatively easy to both get one or farm enough points to trade for its Blueprint (which also nets you all of the other Oryxmas weapons as a bonus).

Staves

  • In a twist, the Staff of Extreme Prejudice is this despite being a relatively common drop from the low-level Sprite World. Normally, its staggering damage output - some of the highest potential DPS in the entire game - is balanced out by it only being able to reach this damage if the user stands directly on the target. However, with the game introducing more bosses that leave clear openings to strike, this allows staff classes to blast a downed target if they have the skill to identify and exploit these openings - if the users are heavily geared and maxed, this will often deal enough damage to outright skip phases of boss battles.
  • Superior is capable of outstripping virtually every staff in the game in terms of raw damage, with its only downsides being its swerving shots and reduced range. Against most enemies, the range reduction is pretty irrelevant considering that you can still stand at a relatively safe distance of 5 tiles (longer than the ranges of the UT staves that consistently outdamage it) and rain hell.

Wands

  • Lumiaire is almost unanimously considered the best-in-slot option for wand classes because of its ridiculously high DPS that far outstrips every other wand while suffering no range reduction. Although it suffers from extremely slow shots, this becomes a non-issue if one can lead their shots, or if the enemy doesn't move at all.

Daggers

  • Avarice is the Colossus Sword of daggers, trading an unusual shot pattern for nearly unbeatable DPS at an extended range of nearly 6 tiles. Like said Sword, it becomes a clear-cut winner over most daggers once its firing pattern is mastered, offering both high DPS and safety.
  • The Corruption Cutter has the highest damage of any other at the cost of requiring you to get up close to hit its two shots (it even has more DPS than Avarice until 43 DEF). What really makes it this is the relative ease of obtaining it, with it dropping from the mid-level Cursed Library and the Blueprint being purchasable from the Grand Bazaar at a reasonable price.

Bows

  • The Predator Bow outstrips every multi-shot bow in the game because of its absurd damage output when landing the 3 frontal shots. In addition, it fires two back-facing shots which can not only shoot down enemies that try to sneak up on you, but gives the bow some of the highest DPS in the entire game when sitting on targets.
  • The Warmonger is an incredibly powerful bow, as many of the Shatters white bags are. It fires two 95-110 damage shots in a 7° arc and 120% fire rate, along with the standard bow properties of piercing through enemies. As a nice bonus, shots also pass through obstacles. With the small arc, the Warmonger is essentially a staff in bow form, outdamaging every other bow at low DEF. While it does have a downside where you lose 10 DEX for 1 second while in combat, making its DPS temporarily worse than the Leaf Bow, anyone capable of clearing the Shatters is certainly capable of dodging.

Katanas

  • The Enforcer is one of the only UT katanas used in the endgame because of its massive damage that surpasses nearly all others. It outdamages the T14 Kusanagi until very high DEF and is only outdamaged by Valor when not in combat. In combat, Enforcer will beat Valor until 56 DEF. Enforcer's only tangible weakness is that it doesn't pierce, which is irrelevant considering how much damage it does.
  • Doku no Ken remains a solid pick through all stages of the game because of its extended range coupled with a poison burst secondary attack. On shoot, you release a poison burst around you in a 6 tile range, dealing 1000 damage over 6 seconds with a 3 second cooldown. It clears trash mobs around you and can inflict significant stacking damage to bosses, all while ignoring their DEF and possibly invulnerability if you hit them first. The damage from the poison burst more than makes up for the somewhat average regular DPS, and the fact that the burst has more range than the already-generous range of the Doku means it's very easy to hit them. If two poisons hit the target, it outdamages the T13 Sadamune until 119 DEF.

    Abilities 
The best Abilities change the way you play the class, sometimes drastically improving them. They can turn a great class into an amazing one, or a mediocre class into a great one. Unfortunately, most of them are white bag drops from either Event Bosses or Exaltation dungeons. For ease of reading, classes that use the same weapon type are grouped in the same section.

Swords

  • The Helm of the Juggernaut, commonly referred to as 'jugg', has always been a highly-sought after item since release. As one of the few items that can grant the Armored Status (essentially multiplying the Warrior's effective DEF by 1.5), it also provides the standard Berserk buff. With Juggernaut equipped, a Warrior's survivability increases massively and allows him to simply ignore shots and facetank them all in some situations.
  • The Vanguard's Visage gives 4 ATT (other helms don't give any offensive stats) in addition to 9 DEF, which isn't as much of a DEF loss compared to other similar-tier helms (for comparison, the T7 Helm of Tribune gives 12 DEF). Along with Berserk, when using the helm, you fire 24 armor-piercing bullets at your cursor, dealing 150 damage each. While it's nearly impossible to hit every shot, adding some offensive utility to an ability that doesn't have one is a great boost to an already amazing class. The only minor downside is the smaller Berserk duration compared to other helms.
  • The Shield of Ogmur, another highly-sought after white bag drop, is one of the only two items that can viably Armor Break enemies, reducing their DEF to 0. It also doesn't suffer from a major loss in damage (its damage is between the T6 and T7 shields), and provides a nice defensive boost in the form of 14 DEF and 60 HP. The only downside is that it doesn't stun, which the Knight is known for. However, the enemies with the highest DEF, a.k.a. bosses, are immune to Stun anyway, since they're found in Exaltation dungeons. Overall, Ogmur is an amazing item, providing a massive boost to group DPS without sacrificing any defensive stats in return.
  • The Brutal Buckler, like Ogmur, trades the ability to Stun for tons of damage. For starters, it provides 10 DEF, 40 HP, and 4 ATT, a nice boost to the Knight's damage (he maxes out at 50 ATK and has no inherent ways to buff his damage on his own). It fires 8 shots that deal 350-450 damage each, resulting in 3200 average damage, already higher than all other shields. On top of that, when you're at Full Strength (80% health or higher), you add an additional 12 shots, resulting in an average damage of 8000. In addition, it's easy to stay that threshold, since Knights already have the highest base DEF, VIT, and HP, along with any group buffs. Again, the only downside is that it doesn't Stun, but the most dangerous enemies are already immune to it.
  • The Seal of Blasphemous Prayer is the most consistent way to give yourself Invulnerable, allowing you to No-Sell any damage (though you'll still get damaged by environmental hazards like lava). By default, it gives 1.6 seconds of invulnerability, but the duration is increased by WIS (and the Paladin maxes out at 75 WIS). It also provides the standard Healing and Damaging of other seals, but no buff to max HP. The only other downside is the 5 second cooldown, but that's to be expected.

Staves

  • The Tablet of the King's Avatar fires 15 boomeranging shots that deal 260-280 each, resulting in an average of 4050 damage if all the shots hit. Tablet already has the highest damage ratio to mana cost of any spell, but what takes it over the top is the fact that the shots boomerang. They travel only 1 tile before going back to their origin point, making it trivial to hit every shot. The only notable downside is the 120 MP cost, but that can be easily circumvented.
  • The Mystic Arcana provides a very nice buff to your weapon, causing it to fire 2 additional armor-piercing shots that deal 65-80 damage each, along with 8 DEX. The shots scale with DEX, making it great with Berserk or other DEX-boosting equipment, and the Mystic Arcana provides the standard Curse effect, causing affected enemies to take 25% more damage. The only downsides are minor and can be ignored. The additional stats don't get boosted by your ATK or the Damaging buff, but your weapon is, so it doesn't matter. Secondly, it can't Stasis enemies, but any Mystic will carry a swapout that can Stasis enemies if needed, and it's amazing against bosses, where Stasis is useless anyway.

Wands

  • Before it got nerfed in the Aug. 2020 update, the Tome of Purification was the best tome in the game. It provides 10 VIT and WIS, a very nice boost to survivability and could remove all negative status effects from the group in a minimum 6 tile range. Multiple priests with Puri trivialized boss fights, since any damage taken could just be healed up, and the group didn't have to worry about status effects like Weak and Confused.
  • After the Tome of Purification got nerfed, the Tome of the Mushroom Tribes became the best tome. The update also nerfed standard tomes by reducing the healing per ally healed (though the Priest would always get the full heal). The Priest plants a healing mushroom that lasts 3 seconds on a tile, healing 75 HP for up to 15 targets and providing the Healing buff in a 5 tile range. Because the mushroom always heals 75 HP per target and there can be multiple mushrooms active at once, this became the best tome for sustain in both large and small groups.
  • When the Summoner was released, it came with a campaign that allowed players to get a free Incubation Mace. It was clearly the best mace in the game until Peacekeeper released with the Shatters rework, at which point you could make an argument for either ability. The mace summons up to 3 rabbits that charge for 2.6 seconds, then fire 4 bursts of shots at once. Each rabbit will fire 8 bursts of 3 shots in its lifetime and the shots deal 300-350 damage per shot. This means that each rabbit will deal an average of 7800 damage, and you can have 3 of them active at once. In addition, before the March 2022 update, the Incubation Mace could summon up to 5 rabbits at once. Even after a 40% damage decrease, the Incubation Mace is still going strong.

Daggers

  • While Rogues are seen as one of the weaker classes, having lower overall DPS than the other dagger classes in addition to an ability that's useless in a group setting, the Cloak of Bloody Surprises makes up for it. On ability use, it cloaks the Rogue for 4.5 seconds and reduces his speed by 50 for 3 seconds, but in exchange, he gets a massive 25 ATK boost for 3.5 seconds. This item, along with the Collector's Monocle (see the Ring section for more information), allows the Rogue to have a massive DPS boost that can't be replicated by any other item. While the slow is devastating, the increase in damage more than makes up for it.
  • The Crystallised Fang's Venom turns Assassin from a joke to a more useful support class. It's the other item that can reliably inflict Armor Break, at the cost of its damage. While its damage is completely irrelevant, it also provides 4 ATT and 4 DEX, compensating for the lack of damage from the actual poison.
  • The Polarity Poison is the best damaging poison, combining both high damage and utility. The initial poison affects all targets in at least a 3 tile radius, dealing 1250 damage over 10 seconds. However, what makes this poison amazing is that after the poison lands, 13 more secondary bombs land as well in an 'X' shape (3 on each arm, 1 on the center). Each secondary bomb has the same radius as the original and inflicts 3 seconds of slow. Since you're guaranteed at least 5 hits with the secondary bomb, that more than makes up for the lower damage (each secondary bomb deals 450 damage over 10 seconds) by being a great crowd-control item and having decent damage on its own.
  • The Gambler's Fate is a great swapout for the Trickster. First of all, it provides 4 ATT and DEX, an amazing offensive boost. Secondly, it allows the user to place a gold coin at the cursor's location, acting as a decoy. Each second, it has a 50% chance to become silver or continue to exist. The silver coin has a 50% chance each second to disappear or continue to exist, resulting in an average decoy length of 4 seconds. While the unreliable and lower decoy duration (for comparison, the T6 prism's decoy lasts 9 seconds) and lack of teleportation hurts, the DPS stats provided and the ability to place precise decoys makes up for the downsides.

Bows

  • The Quiver of Thunder is the best way to inflict the Dazed status on enemies, halving the number of shots they fire, along with a respectable amount of damage when compared to tiered quivers (between T6 and T7). It excels in solo play as a utility tool, but it shines most against bosses that can be Dazed, but not Stunned, like the Killer Bee Queen and Crystal Worm Mother. While the toughest endgame bosses can't be Dazed, Quiver of Thunder is one of the game's earliest items that can still hold up today.
  • For those enemies that can't be Dazed or Paralyzed, the Quiver of the Shadows is your best bet. It fires 6 shots in a 4° arc, each shot dealing 400-500 damage and ignores defense. While the true range to hit every shot is very low (2.84 tiles), it's easy to hit 3 or 4 shots, allowing it to outdamage every other quiver.

Katanas

  • The Sentinel's Sidearm is the best wakizashi in the game and an amazing swapout. It provides 5 ATK and DEX, only 1 less than the Forgotten Crown, and ignores the downside of other wakis when it comes to dealing damage. It fires 3 swords that automatically target the nearest enemy, dealing 1000 armor-piercing damage per shot. The only downside is that it doesn't expose, which can be mitigated by playing solo or in a group where another Samurai already exposes the target. However, if you're the only Samurai in a large group, it's better to have the Sentinel's Sidearm as a swapout and expose the boss first.

    Armor 
When it comes to Armor, players gravitate towards either the armor that maximizes DPS or the Armorof Invincibility. The best DPS armors sacrifice their DEF in exchange for massive boosts to DPS, while the best defensive armors provide much better defensive utility than the standard tiers. A middle ground also exists for armors that still provide some offensive stats without sacrificing their defensive capabilities like the top tier.
  • The Hirejou Tenne (for leather classes) and Mercy's Bane (for heavy classes) are both extremely popular picks for the same reasons - namely, a titanic buff to ATT and DEX in exchange for a DEF penalty that can be invalidated if one is good at dodging - making these the best armors when it comes to raw DPS and the cores of DPS-centric builds. They also have a number of alternatives that do similar things:
    • The Gladiator Guard is a much rarer alternative to the Mercy's Bane, considering it drops from Oryx's Sanctuary. It provides 20 DEF, 5 ATK, 5 DEX, and 7 SPD, making it a more versatile alternative when more than just DPS is concerned.
    • The Centaur's Shielding has similar stats to the Tenne, but initially loses on a chunk of its offensive stats (5/7 ATT/DEX instead of 8/8) for a small increase in defense (13 DEF instead of 9). However, when the user has the Healing buff, the armor will grant a whopping 12 bonus ATT with a reasonable uptime, making it incredibly powerful in group settings.
  • For Robe classes, the Diplomatic Robe and Vestures of Duality are the top picks for increasing damage. The Diplomatic Robe provides 50 HP and 11 DEF, along with a staggering 10 ATK. While the robe would already be very good, it even provides an additional offensive benefit. When you use your ability, you summon a portal that zaps enemies in a 5 tile radius every 0.4 seconds. The portal lasts 4 seconds, with a cooldown of 8 seconds, a nice bonus in addition to the base stats. In contrast, Vesture of Duality has worse base stats, providing 12 DEF, 40 MP, 5 SPD, and 5 ATK. However, when you use your ability, you receive a 15 ATK bonus for 5 seconds, along with a 6 DEF reduction (no cooldown). Diplomatic Robe is the safer choice, while Vesture is for the players that don't mind being even more of a Glass Cannon.
  • The Robe of the Mad Scientist can be obtained very early on and boasts decent stats comparable to a Tier 13. For comparison, Robe of the Mad Scientist gives 12 DEF, 5 VIT, and 5 WIS, while the T13 Robe of the Grand Sorcerer provides 13 DEF, 55 MP, 4 ATT, and 6 WIS. It also has a passive that lowers the costs of abilities by 20%, making it the best Robe for spamming high-damage abilities despite its complete lack of DPS stats.
  • The Breastplate of New Life (heavy) and Luminous Armor (leather) both sacrifice DEF for an absurd HP boost, comparable to wearing an HP ring in the armor slot. Breastplate of New Life gives 160 HP and 14 DEF, more than a Tier 5 HP ring (140 HP). Melee classes can definitely afford the DEF drop in exchange for the HP bonus. Luminous Armor is similar, but it sacrifices all of its DEF for 200 HP, 5 SPD, and 5 VIT. HP is generally preferred to DEF in the lategame, because HP offers greater protection against single large shots that endgame bosses like to use in lieu of many smaller attacks, and it also provides protection against Armor Piercing Attacks that DEF-heavy armors don't give.
  • The Royal Guard's Cuirass is an incredible heavy armor in terms of pure survivability, providing 20 DEF, 60 HP, and 10 VIT, only 8 less DEF than the T15 Annihilation Armor. This is also combined with a proc that turns you Invulnerable for 1.6 seconds (with a 20 second cooldown) when in combat. If a player is good at avoiding attacks, this can proc pretty much every time they take a hit, outright negating any hits they do take.

    Rings 
Since Rings can be equipped by any class, all of the rings in this category are universally useful. While there are some rings that can better for some classes than others (see the Collector's Monocle section), the only reasons why you wouldn't use one of these rings is because you don't have access to them or want to avoid risking them to a difficult dungeon.
  • The Forgotten Crown has been a nearly omnipresent lategame pick ever since its release in 2013. This is because it provides a whopping +6 to both ATT and DEX - the third highest offensive boost of any single ring tied with the Magical Lodestone (6 ATK, DEX, DEF, and SPD),note  which in itself is also a popular pick - along with a decent 110 HP that is only beaten out by pure HP rings or a select few UT rings. Add the fact that all three of these stats are by far considered the most important in the meta, and you can put two and two together. Historically, Crowns were also disproportionately easy to get because The Shatters was an extremely cheeseable dungeon that could be almost effortlessly grinded out, allowing people to amass Crowns either through drops, Quest Chests, or Forging. However, after the Shatters rework, Crowns have gotten significantly harder to get because of the sheer difficulty of the reworked dungeon - not that it makes it any weaker.
    • The Chrysalis of Eternity is a rare version of the Crown which boasts the exact same stat spread but with an extra 10 HP, 1 ATK, and 1 DEX, along with a whopping 9% XP bonus. Consider how good the original one was already, and then consider that this is just a straight upgrade. Although it does need you to beat the Shatters in Hard Mode, which requires doing a series of lengthy and sometimes luck-based tasks in addition to fighting much tougher versions of the enemies and bosses, anyone that can consistently beat the Shatters shouldn't have a much harder time beating its Hard Mode variant. Helping is the fact that this item will always drop for at least one person if the Hard Mode is cleared.
  • The Twilight Gemstone has the potential to outstrip even the Crown or Chrysalis as the strongest DPS ring in the game because of its ability that reduces all ability MP costs by a hefty 30%, making it a godsend for any loadout that relies on their ability to deal damage. It also provides a good chunk of utility with a beefy +110 MP, +8 DEF, and +5 SPD/WIS, with its only real downside for casting-heavy classes being a lack of HP.
  • The Collector's Monocle for a similar reason. You get an even higher 140 HP along with 8 ATT, which already makes it a good ring for both survivability and offense. But if you're invisible, the ATT buff goes up to 20, making it absurdly good on Rogues or anyone else with invisibility.
  • The Exalted God's Horn gives 140 HP and 5 DEF, while also having a secondary passive which gives +10 DEX if you're above 90% HP. For players who are good at avoiding or recovering from damage, this basically turns it into a solid defensive ring with offensive stats only slightly lower than a Crown.
  • The Ring of the Sphinx and Ring of the Pyramid are both popular earlygame picks for similar reasons. The former provides 100 MP and +4 to each offensive stat, making it a very good choice for Glass Cannons who can afford lower defensive stats for raw offense and spellcasting. The latter provides a balanced mix of 100 HP, 4 ATT, and 4 DEF, making it an all-rounded ring usable on every class if you don't have access to the endgame rings.
  • The Experimental Ring is a similar all-rounder to the Pyramid, providing a healthy set of stat bonuses (50 HP and MP, 4 DEF and VIT) useful on any class in the earlygame, with it also being a relatively common drop from the Mad Lab and an extremely cheap craft at the Forge. It easily gets outclassed later in the game, but the sheer ease of obtaining it makes it a very powerful Disk One Nuke early on.
  • Divine Coronation, providing 110 HP, 55 MP, 8 DEX, and 5 DEF, is an incredibly popular all-rounded ring because it provides a decent boost to the affected stats. It's one of the few rings that can see use on pretty much every class.
  • The Ring of Decades (and reskins) are a popular choice because it provides a whopping 190 HP, the highest of any ring in the game - enough HP to single-handedly assert it as one of the best survivability-focused rings you can obtain. Best of all, however, is that it's tradeable, meaning that you can get your hands on one relatively easily provided you have saved wealth to trade. The fact that the rings were historically subjected to mass duping has also added to the ease of getting one through trade.
  • Most of the limited ST rings that provide a set bonus when worn with a themed equipment set are this. Although they lock you into specific equipment sets, these sets are usually pretty good on their own, and the stat bonuses offered by these rings are massive to compensate, usually turning the user into a Master of All.
    • The Entropy Reactor provides 120 HP, 90 MP, 10 ATK, 10 DEX, 10 DEF, and 9 SPD, giving more stats than even the fabled Omnipotence Ring (80 HP and MP, 4 of every other stat, in comparison) except WIS and VIT (which are considered Dump Stats) and even provides better stats than the Chrysalis of Eternity. In addition, it inherits all of the useful proc abilities of the four Alien Cores and the Locked Reactor. The Alien Gear you have to wear to activate it is also no slouch either. The armors are worse than standard tiered armor, providing less DEF and no other stats, but not that much worse, since it provides a Last Chance Hit Point (when hit below 50% HP, you become invulnerable for 1 second and Dazed for 5 seconds, on a 3 minute cooldown) and the Reactor's incredibly high stats make up for it. All of the weapons are also reskins of desirable UT weapons. For reference, Swords get Ancient Stone Sword and Pirate King's Cutlass, Katanas get Doku no Ken and Ray Katana, Daggers get Corruption Cutter and Queen's Stinger, Bows get Doom Bow and Thousand Shot, Staves get Spirit Staff and Tezcacoatl's Tail, and Wands get Crystal Wand and Wand of the Fallen.
    • The Ornaments of Unity provide stats equal to the Omnipotence Ring but with 50 more HP and MP, along with its set being reskins of high-tier equipment (T12 Weapon, T6 Ability, and T13 Armor) and interchangeable with the 6 Oryxmas Weapons. Melee classes in particular benefit the most from it, because of their ability to use the aforementioned Cheerful Chipper to activate the set bonus.
    • The Foreman's Hard Hat, when equipped with a Construction set (T12 Weapon reskins with an additional 2 VIT and T13 Armor reskins with an additional 4 VIT), becomes arguably the strongest ring in the entire game when it comes to pure stats, giving 120 HP, 120 MP, 12 ATK, 12 SPD, 12 VIT, and 12 WIS. It also comes with two useful procs - giving a 15 DEF boost for 5 seconds when taking damage in combat (10 second cooldown) and restoring 200 MP on shoot when in combat below 50% MP (30 second cooldown).

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