Best Caster Items Master of Magic


Best Caster Items Master of Magic



The best Staffs (aka Staves) and Wands in Master of Magic are listed in this post. The best Staffs in Master of Magic are Theodores Liberator, Staff of Odin and Staff of Horus. The best Wand in Master of Magic is the Wand of the Beast.

Wand of the Beast is the best caster item in Master of Magic because Wand of the Beast allows caster Heroes to summon 4x Phantom Warriors per encounter. Wand of the Beast is the most game-changing wand if found early in the campaign. We can just click Auto and watch as the Hero priortizes the Phantom Beast summon over their other spells.

Phantom Beasts are extremely powerful meatshields and damage-dealers in the early game and remain useful in the mid and even late game as well. Indeed, they often save the day. Even Sorcery builds -- which get natural access to the Phantom Beast spell -- will find the Wand of the Beast useful since the Hero that waves the wand always prioritizes its summon (in Auto mode).

It is best to give the Wand of the Beast to a secondary caster while primary casters wield Theodores Liberator, Staff of Odin and Staff of Horus.

Due to its Disintegrate mod, Wand of Ultimate Might is also nice. Again, the caster Hero focuses on simply destroying enemies outright instead of casting nonsense. The Axe of the Caster can also be useful -- even to 11 Life Book Builds before they acquire its extremely powerful High Prayer buff.

  • Wand of the Beast: +1 Att, Phantom Beast x4
  • Wand of Ultimate Might: +2 Att, +10 spell skill, Disintegrate
  • Axe of the Caster: +10 Spell Skill, High Prayer x1
  • Theodores Liberator: +6 Att, +20 spell skill, -4 Spell Save, Creature Binding x4
  • Staff of Horus: +2 Att, +1 to-hit, +20 spell skill, -4 Spell Save
  • Staff of Odin: +3 to-hit, +3 Def, +20 spell skillMagic Immunity

Rarer, much more expensive wands and staffs can't hold a candle to the above six. The above six can also be found early in the game. It doesn't matter how many fancy mods some wands or staffs get but rather which wands and staffs have the BEST mods, and can also be found early.

Other Wands & Staffs


  • Planar Staff: +2 Att, +1 Def, +10 Spell Skill, Planar Travel
  • White Lightning: +1 Att, +5 Spell Skill, -2 Spell Save, Lightning
  • Chaotic Staff of Fire: +4 Att, +2 Def, Doom, Flaming
  • Kraken Wand: +2 Att, +10 Spell Skill, Death, save at -3 or die
  • The Mighty Wand of Zod: +1 Att, +1 to hit, +10 spell skill, -2 spell save
  • Wand of the Mage: +2 Att, +1 to hit, +10 Spell Skill, -1 Spell Save
  • Wand of the Mind: +1 Att, +5 Spell Skill, Psionic Blast x2
  • The Pummeler: +5 Att, 2+ to hit, -1 Spell Save, Destruction
  • Flaming Staff: +5 Att, +10 Spell Skill, -1 Spell Save, Flaming
  • Wand of Balmoth: +2 Att, +1 to hit, +5 Spell Skill, Magic Immunity
  • Wand of Enhancement: +2 Att, +1 to hit, -1 Spell Save, Water Walking
  • The Branch of Magic: +1 Att
  • Stick of the Mage: +1 Att, +3 Def, +15 Spell Skill, Stoning
  • The Protector: +4 Att, +5 Spell Skill, Elemental Armor, Guardian Wind
  • The Traveller: +1 Att, +1 Def, Holy Weapon x3, Planar Travel
  • The Ossifier: +2 Att, +10 Spell Skill, -3 Spell Save, Stoning 
  • The Conjurer's Friend: +1 Att, +5 Spell Skill
  • Staff of the Constellation: +10 Spell Skill, -2 Spell Save, Destruction, Power Drain
  • The Destructor: +20 Spell Skill, -4 Spell Save, Magic Immunity, Power Drain
  • Staff of Superiority: +20 Spell Skill, Mind Storm x4, Doom, Phantasmal
  • Wand of the Grey Wizard: Dispel Magic True, Magic Immunity, Power Drain, Planar Travel
  • Staff of Confusion: Confusion x4, Destruction, Elemental Armor, Planar Travel
  • Zlotakian Staff of Magic: Invisibility x3, Resist Elements, Doom, Resist Magic, Power Drain
  • Wand of Doom: Destruction, Death, Magic Immunity, Phantasmal

Best Jewelry for Casters


Due to their + Spell Skill and - Spell Save mods, the best jewlery for casters are Orb of Fear, Helm of Tides and Gauntlets of Eastwood. The Ring of the Mad Mage is much rarer.

  • Helm of the Tides +4 Att, +2 to hit, +15 spell skill, Water Walking
  • Gauntlet of Eastwood: +2 Att, +1 to-hit, +1 Def, +10 spell skill
  • Orb of Fear: +2 Def, +15 Spell Skill, -3 Spell Save, Cloak of Fear
  • Gem of the Aerie: +4 Att, +15 Spell Skill, Cloak of Fear, Guardian Wind
  • Jafar's Orb of Sight: +1 Att, +1 Def, +5 Spell Skill, True Sight
  • Cloak of Armor: +2 Def, +2 Movement, +3 Res, -3 Spell Save
  • Cloak of Power: +4 Def, +1 Movement, -2 Spell Save 
  • Ring of the Mad Mage: +4 Att, +15 spell skill, Magic Immunity, Invulnerability
  • Ring of Power: +2 Def, +1 Movement, +2 Res, +5 Spell Skill
  • Band of Chivalry: +4 Def, +4 Res, -1 Spell Save, Magic Immunity

Thus for example:

  • Elana the Priestess Demi-God: Staff of Horus + Orb of Fear + Helm of Tides = Caster 162 mp.
  • Aerie the Illusionist Demi-God (Super Arcane Power): Caster 90 mp + Theodorus Liberator + Gauntlet of Eastwood + Gem of the Aerie = Caster 135 mp.
  • Malleus the Magician Demi-God (Super Arcane Power): Caster 90 mp + items = Caster 135 mp.

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