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Elemental armour

  1. What it is
  2. How to get it
  3. How to use it
  4. Tips and counterplay

What it is

Three light armour sets and a mantle that each answer spells their own way. They’re weaker than iron against blades (2 / 4 / 3 / 1 armour for helmet, chestplate, leggings and boots) and repair with leather. They take ordinary armour enchantments.

Armour Against spells The catch
Emberweave 3% less spell damage per piece while you sprint and actually move Up to 12% with four pieces; nothing standing still
Rimebound Starting a crouch opens a short guard (0.6 s): 4% spell protection per piece 4 s recharge; holding the crouch doesn’t renew it
Stonebound 4% spell protection and 10% less spell knockback per piece, always Each piece slows you 3% (four: 16% protection, 40% less knockback)
Mirror-thread mantle (chest) Crouch to open a 0.6 s window: one spell hit is halved and 20% of what’s left goes back at the caster (up to 2 health, within 24 blocks) 5 s recharge; one hit uses it up

How to get it

Each piece is shapeless: the matching leather piece, a Mana Crystal and one material.

Set Material
Emberweave Blaze Powder
Rimebound Packed Ice, or Rime Fur
Stonebound Mossy Cobblestone
Mirror-thread mantle Leather Chestplate, Mana Crystal and an Echo Shard

How to use it

  • Wear it like any armour. The bonus only applies to spell hits.
  • All armour of this kind together takes at most 20% off a spell. That multiplies with your other defences.
  • The mantle and Rimebound have separate timers, so one crouch can trigger both.
  • Recharges carry over if you log out or take the armour off.

Tips and counterplay

  • Emberweave suits casters who kite; Stonebound suits those who hold ground; Rimebound and the mantle reward timing a crouch just before a spell lands.
  • Against a mantle wearer, cast after they crouch, while it recharges.
  • Silence and Manaburn can lock you out of casting for at most 2 seconds; then you can’t be sealed again for 2 seconds.

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