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1/4/2026 16:21:54   
CurryJames
Member
 

Hey, so im a returning player looking for some help with building up one of my accounts. I want to make a Spellcaster build, but im unsure of how to go about it all. I'm using the wiki but idk if I can go the beastmaster spellcaster route (is that even a thing) or a maybe i have to go the tank route. Im not sure of how to tackle this. I also have 4 UR boxes, 18 rare boxes across all of my accounts. I was looking at the Qualia gear as I love the looks, but not sure if it'd be a waste of boxes. Also was looking into getting the Nightmare Queens Regalia from the shop and maybe some others assuming the it's not the $100 tier items price wise. Any help is appreciated friendos
AQ  Post #: 1
1/4/2026 16:55:09   
Aura Knight
Member

You should consider a focus on spellcaster lean armors and maybe weapons that add effects to spells.

The stat lineup could be int/cha/luk or int/end/luk depending on whether you wish to use followers or not.

I recommend the following armors:

Fire: Praetorian Warlock or Fire-Qualia
Water: Archmage Apprentice
Wind: Fungibushin or Wind Cavalry
Ice: No-Drop
Earth: Underworld Archfiend or Eternal Champion Spirit
Energy: Infinite Darkcaster
Light: Paladin or Light-Qualia
Darkness: Necromancer

I have an unwavering favor towards a creature 72 and fae wanderer combo for resource healing so consider that too.

My fire weapon of choice for this playstyle is dragonhead archon. You're fine to try anything really as there's little wrong in variety but I do again recommend weapons offering effects.

You mention the nightmare queen armor and though not directly familiar with it I do know it offers good effects. Another package that works great is warforged.

All that said do consider all options and don't rush to buy things.

AQ DF AQW  Post #: 2
1/4/2026 21:18:28   
Animenut1
Member

There's really two main ways to consider a caster build. Int/End is a tank mage, and Int/Cha is a beastmage. The former obviously sports way more health, while beastmages benefit from follower support. This means that beastmages have the highest damage potential. Pets and guests can use their special abilities to greater effect, or if you have Poelala, you get bigger damage bonuses. Honestly, either one is fine. As a mage, you'll be killing things WAY too fast for health to be a regular issue. The appeal of a tanky mage is understandable, and while some mage supports work really well with CHA, I personally find the survivability to be more appealing since much of the guest/pet support is almost as good without the CHA. And YOU'RE dealing more damage than anything, anyway. CHA is for people that want every single point of damage possible, but I personally think giving up a SMIDGE of damage for double HP is better.

In short: Int/End gives up some damage and support for sheer bulk, which is better since the difference CHA makes isn't meaningful enough to give up the END bulk. And then LUK. Always LUK. Getting that first strike in any given battle is way too important.

For armors, Aura Knight pretty much got it, but let me elaborate a little...

Necromancer. Is. The. Best. Armor. In. The. Game. It takes a long time to go through the process of getting it, and some of the battles are tough, so you'll want other armors first. But once you get Necromancer, you can GENUINELY use literally only that armor for....basically everything. It's laughably overpowered when you learn how to use it right. So, which armors do you want to get before it?

I have a ton of the premium package items and can personally vouch for just over powerful Nightmare Queen's Regalia is. It's my ice spellcaster armor of choice. If you have the ability to purchase it, that would be a GREAT place to start because you can use that powerful armor to get through Mage Shop -> Quests -> Final Solstice: Twin Gambits in order to get the Praetorian Warlock armor, which is effortlessly the best fire spellcaster armor in the game. Honestly, don't bother with Fire-Qualia. Praetorian Warlock is miles better. It gives celerity AND a built-in resource regen. Way better than Qualia damaging MP/SP.

Honestly, the other elemental slots don't matter much if you have these three. Everything else is just for convenience's sake of having elemental options in a pinch. Necromancer for general-use and longer battles, Praetorian Warlock for quick battles, Nightmare Queen for anything Praetorian is mediocre against (fire enemies exclusively, effectively). But, for reference, these are the armors I personally use...

Fire: Praetorian Warlock
Water: Chaos Slayer Water Cleric (UR GGB, Much better than Archmage Apprentice)
Wind: Fungibushi (Ballyhoo Contest item)
Ice: Nightmare Queen's Regalia
Earth: Eternal Champion's Spirit (Look up location, it's...complicated lol Sheer technicality since Necro defends against earth, sooo...)
Energy: Infinite Darkcaster (UR GGB, Neat armor that recovers MP with the DoTs it inflicts
Light: Unfortunately, mages don't really have a good light option. Light-Qualia would technically work, but don't waste a GGB on it. I use Fungibushi for the light resist if aaaabsolutely needed.
Darkness: Necromancer. Obviously.

Extra note: Paladin WOULD be a good light armor for spellcasters, but you cannot use both Necromancer AND Paladin at the same time since their skills require you to have their relevant titles. And since Necro is SOOOOO much better, there's no way to rationalize using Paladin as a spellcaster.

Now, as for weapons? Really, it doesn't matter all that much. The UR GGB Arcane Cutlasses are the best in slot for any given element due to their jaw-dropping 30% boost to their element, but that's an UR GGB for eeevery weapon. Bloodblades are much more reasonable to obtain and give about a 15% boost to their element, at the cost of a trivial amount of HP per turn. Honestly, the weapons matter the least for spellcasters. Mages mostly care about built-in armor skills and, occassionally, spells. Speaking of...

Noteworthy spells: (Twisted) Siphon (UR GGB, super useful basically-free MP recovery option), and Summon Poelala (UR GGB, magic-boosting pet) are the only ones that remotely matter considering your armors have built-in spells themselves that are way better than most actual spells. Honestly, Summon Poelala isn't THAT good considering the SP upkeep. Not worth the UR, and not worth the SP even if you already had it.

Pets: Poelala. Duh. That's all.

Shields: Celtic Wheel, Howling Crest, and Academic Crest all have Int Drive on them (+50 Int when toggled) and are worth picking up. Then just whatever other shields you want when you really need the resistances.

In summation...

The ONLY things that really matter are the armors. Everything else is just minmaxing. Get Nightmare Queen's Regalia, use it to get Praetorian Warlock, use those two to work through the steps needed for Necromancer. You can grab Fungiboshi for gold literally whenever you want without fighting any enemies.

What to use your GGBs on? Get Arcane Cutlass of Abyss/Combustion/Shivers to bolster your three best armors. For your fourth UR? Either the Poelala PET (not the summon) for spell damage buffs, or Twisted Siphon if you want a free MP healing option on standby. either way. For the rare GGBs, just grab the Bloodblades of other elements if you want the raw damage. But if you want some weapon recommendations for special effects, not just raw damage, then...

Fire: Heroic Titan's Herald (Ballyhoo Contests, inflicts multiple burns)
Water: Aqua Magus Staff (R GGB, boosts water damage and has a spell attack that can give an omni-element shield), or Dead Sea Scepter (Talk like a Pirate quiz, applies a burn)
Wind: Luminous Whiff (UR GGB, gives Defboost and can Choke)
Ice: Frost Magus Staff (R GGB, Ice clone of Aqua Magus Staff)
Darkness: Chaotic Lacerta Staff (R GGB, two HP->HP drain poison effects)

< Message edited by Animenut1 -- 1/4/2026 21:37:22 >
Post #: 3
1/5/2026 18:29:12   
CurryJames
Member
 

I appreciate all of the help guys! I've got a lot of the Cutlasses on my other character so that's sorted out and I've also but most of the suggested items. I know you mentioned END Anime as being better overall than Cha, but I'm going to opt for the Cha route since I love pets. Only question that I have in regards to pets is, should I be going all offensive pets or is status pets or effect pets better, or is it just preference. My question would be the same for spells and miscs. Im assuming with spells it's effect spells and misc a combo of status effects and pet dmg/element resistence. Again thanks guys for the help. Last note sorry for not linking account

https://aq.battleon.com/game/flash/charview?temp=83902981
AQ  Post #: 4
1/6/2026 0:12:47   
Animenut1
Member

If you want to go with a beastmage, favor effect pets. Pets simply never deal damage comparable to the player even with dedicated pet builds, so the most utility you'll get out of pets is....utility. So use pets that either buff your spell damage or apply debuffs to the enemy. Necromancer has a whole host of pets built into the armor. If you want, like, PET pets, as in PETS found under the "Pet" tab, then check the wiki for a list of good pets. I don't want this message to just be a list of 70 pets lol Beastmage pets aren't any different from pets of any other class. Pet effectiveness scales almost exclusively with CHA. If you've got 250 CHA, it doesn't matter if you're a mage or a warrior or a ranger. All that really changes is which BOOSTER pets you get. But for damage and effect pets? Just grab whatever piques your interest from the wiki on the following page: https://adventurequestwiki.fandom.com/wiki/Pets Again, EFFECT pets are generally better since the damage pets deal isn't usually worth the stat investment relative to player damage, so get pets that have actual utility.

Pets worth mentioning: Fairy Godmother (general healing), Poelala (magic booster), Soluna (MP heal), or any of the MANY pets that reduce damage taken from a specific element, if you want to play defensively.

As for spells, yeah, pretty much exclusively use effect spells. Damage spells deal laughably pitiful damage compared to armor skills due to not getting elecomp. Spells let you use any element while safely in an armor that resists the enemy, so they are weaker by design. Considering mages are more worried about wasting MP than being defensive, it's generally a better tactic to go all in on damage using elecomp armor skills. You CAN play with damage spells if you want, but it makes battles take way longer and it's honestly a waste of MP. So effect spells like Arcane Amplification (+INT) and Siphon (MP healing) are a better use for your spell slots.

As for Miscs, this topic is a little weird since mages focus way more on their MP than their SP. Not to say mages don't use SP, but it's less important....except in cases where it's VERY important, in which case mages end up struggling with SP restoration. So mage miscs are often either effect boosters (e.g. things that give INT, boost spell damage, or apply debuffs), or, more commonly, SP regen items. So, here's some noteworthy mage miscs...

Most of the Zfinity Gauntlets are near-game-breakingly good. But they are seasonal, so not always available. Soul is an amazing SP regen item. WAY better than Soul Orb (Guardian shop) for short-to-mid-length battles. Free SP plus a minor (at first) HP cost for a TON of SP, all quickcast. Super useful. Time has a guaranteed 1-turn stun, Power can inflict omni-elevuln, Space can give you immense defenses and an omni-eleshield, and Mind is basically an MP regen clone of Soul. For a mage, the gauntlets, from most to least useful are Mind>Soul>Time>Power>Space.

If you REALLY want your pets to deal more damage, go with Shock Collar. Flat damage boost for SP.

Really, it's hard to talk about miscs for mages since many of them are either lackluster or super situational and not worth the SP cost. But when broken down, Zfinity Gauntlets if you can get them, Shock Collar for pet damage.

< Message edited by Animenut1 -- 1/6/2026 0:13:03 >
Post #: 5
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