The Enchanter's Habit is a mid-ranked mystic headgear in Final Fantasy XII that boosts the wearer's Defense by 25 (Zodiac) or 21 (original), Magick Power by 7, Vitality by 10, and—exclusive to the Zodiac versions—MP by 45. Vitality affects status ailment infliction rate and buff duration, and damage from axes, hammers, and hand-bombs. However, in the Zodiac versions, the Foebreaker board that uses these weapons cannot use mystic equipment.
Enchanter's Habit is made in the bazaar set "Alluring Finery" by selling three Fine Wools (from some gator-type enemies, e.g. Baritine Croc in Paramina Rift), one Tyrant Hide (from tyrant-type enemies, e.g. Diresaur), and four Ice Magicites (from various enemies, e.g. White Wolf).
In the updated Zodiac versions, the Enchanter's Habit is sold for 3,200 gil in Mt Bur-Omisace. It is found as a treasure in Barheim Passage's Special Op Sector 5 (90% chance to appear, 50% chance for gil, 50% chance the item treasure is the Enchanter's Habit without the Diamond Armlet equipped), Tchita Uplands' Oliphzak Rise (35% chance to appear, 70% chance for gil, 50% chance the item treasure is the Enchanter's Habit without the Diamond Armlet equipped), as well as in the Trial Mode Stage 74 with the Diamond Armlet equipped.
It still rarely drops from the Ghoul. It is still made in the bazaar set "Alluring Finery" with the same item requirements as before.
Enchanter's Habit is a mid-ranked mystic armor, giving 25 or 21 Defense depending on version, and 7 Magick Power, as well as 10 Vitality. In the Zodiac versions, it also gives 45 MP. Mystic armor offer magick-related bonuses that affect all types of magickal actions, from casting black magick to damage an enemy, to casting white magick to heal the party. Magick Power is also a factor when determining damage dealt by katana, staves, and maces. The Vitality bonus affects status duration and success and counts for the damage calculations for axes, hammers, and hand-bombs.
In the Zodiac versions, White Mage, Red Battlemage, Black Mage, and Bushi can equip it, and so the Enchanter's Habit is only useful to buy if the player has chosen any of these License Boards for their party. The Vitality bonus is not so useful for these jobs, though it makes buffs last a bit longer; however, it is not worth prioritizing over superior magickal stats from other gear. In The Zodiac Age versions, after fighting Belias the player can choose two License Boards per party member; it is usually a good idea to pair jobs that use two different types of armor for versatility.