Amulets in New World are a type of Trinkets equipped in the Amulet Slot, providing various bonuses to a player's Core Attributes as well as special bonuses such as improved resistance to status effects or improving chances of crafting higher quality items. Amulets can be acquired by Crafting, found as random loot in chests and containers, dropped by Enemies and Bosses or obtained as a reward for completing Quests. This page covers information on all available Amulets in New World.
All Amulets in New World
Quick Search of All Amulets
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Name |
Rarity |
Tier |
Gear Score |
Perks |
---|---|---|---|---|
|
Rare | Tier II | 210 | ![]()
of the Occultist: +2
Constitution, +4
Intelligence
![]()
Fire Ward I: +2% Fire Damage Absorption
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Health: You have 4.4% more maximum health.
|
|
Rare | Tier II | 210 | ![]()
of the Sage: +7
Focus
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Physical Ward I: 1% Physical Damage Absorption.
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Luck: +1% chance at rare items from chests and monsters.
|
|
Rare | Tier II | 220 | ![]()
of the Sentry: +7
Constitution
![]()
Taunting I: Taunts are active. You generate +100% more threat.
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Health: You have 4.5% more maximum health.
|
|
Rare | Tier II | 220 | ![]()
of the Sage: +7
Focus
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Lightning Ward I: +2% Lightning Damage Absorption.
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Health: You have 4.5% more maximum health.
|
|
Rare | Tier II | 230 | ![]()
of the Occultist: +3
Constitution, +5
Intelligence
![]() Arcane Ward I: +2% Arcane Damage Absorption. ![]()
Health: You have 4.7% more maximum health.
|
|
Rare | Tier II | 230 | ![]()
of the Scholar: +8
Intelligence
![]()
Ice Ward I: +2% Ice Damage Absorption.
![]() Freedom: Slow, Stun, and Silence expires 3.5% faster. |
|
Uncommon | Tier II | 240 | ![]()
of the Sentry: +8
Constitution
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Nature Ward I: +2% Nature Damage Absorption.
|
|
Rare | Tier II | 240 | ![]()
of the Scholar: +8
Intelligence
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Slash Ward I: +2% Slash Damage Absorption.
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Refreshing Evasion: Reduces active cooldowns by 0.63% after exiting the dodge animation.
|
|
Rare | Tier II | 250 | ![]()
of the Mage: +3
Focus, +5
Intelligence
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Strike Ward I: +2% Strike Damage Absorption.
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Health: You have 4.9% more maximum health.
|
|
Rare | Tier II | 260 | ![]()
of the Soldier: +9
Strength
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Thrust Ward I: +2% Thrust Damage Absorption.
![]() Refreshing Evasion: Reduces active cooldowns by 0.65% after exiting the dodge animation. |
|
Rare | Tier II | 270 | ![]()
of the Soldier: +10
Strength
![]()
Wilderness Ward I: 0.75% Physical and 0.25% Elemental Damage Absorption.
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Health: You have 5.2% more maximum health.
|
|
Rare | Tier II | 270 | ![]()
of the Barbarian: +4
Constitution, +6
Strength
![]()
Elemental Ward I: 1% Elemental Damage Absorption.
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Health: You have 5.2% more maximum health.
|
|
Rare | Tier II | 280 | ![]()
of the Ranger: +10
Dexterity
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Spectral Ward I: 0.75% Elemental and 0.25% Physical Damage Absorption.
![]()
Refreshing: Reduces max cooldowns by 1.7%.
|
|
Rare | Tier II | 290 | ![]() ![]()
Lucky I: You have +0.25% chance at rare items from chests and monsters.
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Refreshing: Reduces max cooldowns by 1.7%.
|
|
Uncommon | Tier II | 290 | ![]()
of the Mage: +4
Focus, +6
Intelligence
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Calming I: You generate 4% less threat.
|
|
Rare | Tier III | 310 | ![]()
of the Barbarian: +4
Constitution, +7
Strength
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Fire Ward II: +2.5% Fire Damage Absorption.
![]() Divine: You gain 6.9% more health from all incoming healing effects. |
|
Epic | Tier III | 310 | ![]()
of the Sage: +11
Focus
![]() Physical Ward II: 1.5% Physical Damage Absorption. ![]()
Stamina Recovery: When you are hit while below 50% gain 69 stamina (41s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Empowered: Empower you apply lasts 8.8% longer.
|
|
Epic | Tier III | 320 | ![]()
of the Mage: +4
Focus, +7
Intelligence
![]()
Taunting II: Taunts are active. You generate +200% more threat.
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Health: You have 5.8% more maximum health.
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Stamina Recovery: When you are hit while below 50% gain 70 stamina (42s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier III | 320 | ![]()
of the Scholar: +12
Intelligence
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Lightning Ward II: +2.5% Lightning Damage Absorption.
![]() Luck: +1.5% chance at rare items from chests and monsters. ![]() Refreshing: Reduces max cooldowns by 1.8%. |
|
Rare | Tier III | 340 | ![]()
of the Soldier: +13
Strength
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Ice Ward II: +2.5% Ice Damage Absorption.
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Stamina Recovery: When you are hit while below 50% gain 72 stamina (43s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier III | 340 | ![]()
of the Cleric: +5
Constitution, +7
Focus
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Nature Ward II:
+2.5% Nature Damage Absorption.
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Alacrity: Haste you apply lasts 9.4% longer.
![]()
Mana Recovery: When you are hit while below 50% gain 72 mana (86s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier III | 350 | ![]()
of the Ranger: +13
Dexterity
![]() Slash Ward II: +2.5% Slash Damage Absorption. ![]() Stamina Recovery: When you are hit while below 50% gain 73 stamina (44s cooldown.) Does not trigger off persistent damage or DoT effects. ![]() Health: You have 6.2% more maximum health. |
|
Epic | Tier III | 350 | ![]()
of the Ranger: +13
Dexterity
![]()
Strike Ward II: +2.5% Strike Damage Absorption.
![]()
Refreshing Evasion: Reduces active cooldowns by 0.73% after exiting the dodge animation.
![]()
Luck: +1.6% chance at rare items from chests and monsters.
|
|
Epic | Tier III | 360 | ![]()
of the Sentry: +14
Constitution
![]()
Thrust Ward II: +2.5% Thrust Damage Absorption.
![]()
Stamina Recovery: When you are hit while below 50% gain 74 stamina (44s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Divine: You gain 7.4% more health from all incoming healing effects.
|
|
Epic | Tier III | 360 | ![]()
of the Ranger: +14
Dexterity
![]()
Wilderness Ward II: 1.1% Physical and 0.38% Elemental Damage Absorption.
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Health: You have 6.3% more maximum health.
![]()
Stamina Recovery: When you are hit while below 50% gain 74 stamina (44s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier III | 370 | ![]() ![]()
Elemental Ward II: 1.5% Elemental Damage Absorption.
![]() Refreshing: Reduces max cooldowns by 2%. ![]()
Divine: You gain 7.5% more health from all incoming healing effects.
|
|
Epic | Tier III | 380 | ![]()
of the Mage: +6
Focus, +9
Intelligence
![]()
Spectral Ward II: 1.1% Elemental and 0.38% Physical Damage Absorption.
![]()
Luck: +1.8% chance at rare items from chests and monsters.
![]() Health: You have 6.6% more maximum health. |
|
Epic | Tier III | 390 | ![]()
of the Cleric: +6
Constitution, +9
Focus
![]()
Lucky II: You have +0.35% chance at rare items from chests and monsters.
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Stamina Recovery: When you are hit while below 50% gain 76 stamina (46s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Luck: +1.8% chance at rare items from chests and monsters.
|
|
Epic | Tier III | 390 | ![]()
of the Brigand: +6
Constitution, +9
Dexterity
![]()
Calming II: You generate 6% less threat.
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Divine: You gain 7.6% more health from all incoming healing effects.
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Stamina Recovery: When you are hit while below 50% gain 76 stamina (46s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 410 | ![]() ![]()
Fire Ward III: +3% Fire Damage Absorption.
![]() Refreshing: Reduces max cooldowns by 2.1%. ![]()
Slash Protection: You take 3.7% less Slash damage.
|
|
Legendary | Tier IV | 410 | ![]()
of the Brigand: +6
Constitution, +9
Dexterity
![]()
Physical Ward III: 2% Physical Damage Absorption.
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Mana Recovery: When you are hit while below 50% gain 78 mana (94s cooldown.) Does not trigger off persistent damage or DoT effects.
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Mortal Energy: When you kill something gain 11 Stamina. (5s cooldown.)
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Luck: +1.9% chance at rare items from chests and monsters.
|
|
Epic | Tier IV | 420 | ![]()
of the Sentry: +16
Constitution
![]()
Calming III: You generate 8% less threat.
![]()
Mortal Energy: When you kill something gain 11 Stamina. (5s cooldown.)
![]()
Luck: +2% chance at rare items from chests and monsters.
|
|
Rare | Tier IV | 420 | ![]()
of the Occultist: +6
Constitution, +10
Intelligence
![]() Lightning Ward III: +3% Lightning Damage Absorption. ![]() Slash Protection: You take 3.7% less Slash damage. |
|
Epic | Tier IV | 440 | ![]()
of the Occultist: +7
Constitution, +10
Intelligence
![]() Ice Ward III: +3% Ice Damage Absorption. ![]()
Refreshing: Reduces max cooldowns by 2.2%.
![]()
Luck: +2% chance at rare items from chests and monsters.
|
|
Epic | Tier IV | 450 | ![]()
of the Mage: +7
Focus, +10
Intelligence
![]()
Slash Ward III: +3% Slash Damage Absorption.
![]()
Slash Protection: You take 3.9% less Slash damage.
![]()
Lifestealing: You gain 1.1% of your damage as health. Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 460 | ![]()
of the Barbarian: +7
Constitution, +11
Strength
![]()
Strike Ward III: +3% Strike Damage Absorption.
![]()
Mana Recovery: When you are hit while below 50% gain 83 mana (99s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Slash Protection: You take 4% less Slash damage.
|
|
Rare | Tier IV | 470 | ![]()
of the Ranger: +19
Dexterity
![]() Thrust Ward III: +3% Thrust Damage Absorption. ![]() Luck: +2.2% chance at rare items from chests and monsters. |
|
Epic | Tier IV | 470 | ![]()
of the Occultist: +7
Constitution, +11
Intelligence
![]()
Wilderness Ward III: 1.5% Physical and 0.5% Elemental Damage Absorption.
![]()
Refreshing Evasion: Reduces active cooldowns by 0.84% after exiting the dodge animation.
![]()
Luck: +2.2% chance at rare items from chests and monsters.
|
|
Epic | Tier IV | 480 | ![]()
of the Mage: +7
Focus, +11
Intelligence
![]()
Elemental Ward III: 2% Elemental Damage Absorption.
![]()
Mortal Energy: When you kill something gain 12 Stamina. (5s cooldown.)
![]()
Lifestealing: You gain 1.2% of your damage as health. Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 480 | ![]()
of the Sentry: +19
Constitution
![]()
Spectral Ward III: 1.5% Elemental and 0.5% Physical Damage Absorption.
![]() Mana Recovery: When you are hit while below 50% gain 85 mana (101s cooldown.) Does not trigger off persistent damage or DoT effects. ![]()
Slash Protection: You take 4.1% less Slash damage.
|
|
Rare | Tier IV | 490 | ![]()
of the Cleric: +8
Constitution, +12
Focus
![]()
Lucky III: You have +0.45% chance at rare items from chests and monsters.
![]()
Slash Protection: You take 4.1% less Slash damage.
|
|
Legendary | Tier IV | 490 | ![]()
of the Ranger: +20
Dexterity
![]()
Calming III: You generate 8% less threat.
![]()
Refreshing:
Reduces max cooldowns by 2.4%.
![]()
Slash Protection: You take 4.1% less Slash damage.
![]()
Mortal Energy: When you kill something gain 12 Stamina. (5s cooldown.)
|
|
Legendary | Tier V | 400-500 | ![]()
of the Sentry: +25
Constitution
![]()
Calming IV: You generate 10% less threat.
![]()
Refreshing:
Reduces max cooldowns by 2.4%.
![]()
Divine: You gain 9.5% more health from all incoming healing effects.
![]()
Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Legendary | Tier V | 500-600 | ![]() ![]()
Physical Ward IV: 2.5% Physical Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Empowered: Empower you apply lasts 14% longer.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]() ![]()
Taunting IV:
Taunts are active. You generate +300% more threat.
![]()
Luck: +2.8% chance at rare items from chests and monsters.
![]()
Divine: You gain 9.5% more health from all incoming healing effects.
![]()
Luck: +2.8% chance at rare items from chests and monsters.
|
|
Legendary | Tier V | 500-600 | ![]() ![]()
Lightning Ward IV:
+3.8% Lightning Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Empowered: Empower you apply lasts 14% longer.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Sage: +25
Focus
![]()
Arcane Ward IV:
+3.8% Arcane Damage Absorption.
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Fortified: Fortify you apply lasts 14% longer.
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Mana Recovery: When you are hit while below 50% gain 95 mana (115s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Sage: +25
Focus
![]()
Ice Ward IV: +3.8% Ice Damage Absorption.
![]()
Fortified: Fortify you apply lasts 14% longer.
![]()
Empowered: Empower you apply lasts 14% longer.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Soldier: +25
Strength
![]()
Nature Ward IV: +3.8% Nature Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Refreshing:
Reduces max cooldowns by 2.8%.
![]()
Luck: +2.8% chance at rare items from chests and monsters.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Mage: +10
Focus +15
Intelligence
![]()
Slash Ward IV: +3.8% Slash Damage Absorption.
![]()
Refreshing:
Reduces max cooldowns by 2.8%.
![]()
Refreshing Ward: Reduces active cooldowns by 1.9% after being hit 5 times. Does not trigger off persistent damage or DoT effects.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Soldier: +25
Strength
![]()
Strike Ward IV: +3.8% Strike Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Empowered: Empower you apply lasts 14% longer.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Occultist: +10
Constitution +15
Intelligence
![]()
Elemental Ward IV: 2.5% Elemental Damage Absorption.
![]()
Refreshing:
Reduces max cooldowns by 2.8%.
![]()
Refreshing:
Reduces max cooldowns by 2.8%.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]() ![]()
Spectral Ward IV:
1.9% Elemental and 0.63% Physical Damage Absorption.
![]()
Fortified: Fortify you apply lasts 14% longer.
![]()
Divine: You gain 9.5% more health from all incoming healing effects.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Cleric: +10
Constitution +15
Focus
![]()
Lucky IV: You have +0.5% chance at rare items from chests and monsters.
![]()
Luck: +2.8% chance at rare items from chests and monsters.
![]()
Divine: You gain 9.5% more health from all incoming healing effects.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Ranger: +25
Dexterity
![]()
Calming IV: You generate 10% less threat.
![]()
Fortified: Fortify you apply lasts 14% longer.
![]()
Refreshing Ward: Reduces active cooldowns by 1.9% after being hit 5 times. Does not trigger off persistent damage or DoT effects.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Epic | Tier IV | 475 | ![]()
of the Cleric: +7
Constitution +11
Focus
![]()
Fire Ward III: +3% Fire Damage Absorption.
![]()
Divine: You gain 8.4% more health from all incoming healing effects.
![]()
Strike Protection: You take 4% less Lightning damage.
|
|
Epic | Tier IV | 400-500 | ![]()
of the Ranger: +20
Dexterity
![]() Slash Ward III: +3% Slash Damage Absorption. ![]()
Alacrity: Haste you apply lasts 12% longer.
![]()
Flame Protection: You take 4.2% less Fire damage.
|
|
Legendary | Tier V | 400-500 | ![]()
of the Sentry: +25
Constitution
![]()
Strike Ward III: +3% Strike Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Nature Protection: You take 4.7% less Nature damage.
|
|
Epic | Tier III | 399 | ![]() ![]()
Thrust Ward III: +3% Thrust Damage Absorption.
![]()
Health: You have 6.8% more maximum health.
![]()
Nature Protection: You take 3.6% less Nature damage.
|
|
Epic | Tier III | 375 | ![]()
of the Knight: +8
Constitution +5
Strength
![]()
Physical Ward II: 1.5% Physical Damage Absorption.
![]()
Fortified: Fortify you apply lasts 10% longer.
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Fortified recovery: When you are hit while below 50% gain 10% Fortify for 5s. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 499 | ![]()
of the Sentry: +8
Constitution
![]()
Wilderness Ward III: 1.5% Physical and 0.5% Elemental Damage Absorption.
![]()
Divine: You gain 8.6% more health from all incoming healing effects.
![]()
Frozen Protection: You take 4.2% less Ice damage.
|
|
Epic | Tier IV | 400-500 | ![]()
of the Sage: +20
Focus
![]() Elemental Ward III: 2% Elemental Damage Absorption. ![]()
Divine: You gain 8.4% more health from all incoming healing effects.
![]()
Void Protection: You take 4.2% less Void damage.
|
|
Epic | Tier IV | 425 | ![]()
of the Sentry: +8
Constitution
![]()
Spectral Ward III: 1.5% Elemental and 0.5% Physical Damage Absorption.
![]()
Fortified: Fortify you apply lasts 10% longer.
![]()
Fortified recovery: When you are hit while below 50% gain 10% Fortify for 5s. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier III | 395 | ![]()
of the Soldier: +15
Strength
![]()
Lucky III: You have +0.45% chance at rare items from chests and monsters.
![]()
Health: You have 6.8% more maximum health.
![]()
Stamina Recovery: When you are hit while below 50% gain 77 stamina (46s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Legendary | Tier V | 300-400 | ![]() ![]()
Calming III: You generate 8% less threat.
![]()
Fortified: Fortify you apply lasts 14% longer.
![]()
Divine: You gain 9.5% more health from all incoming healing effects.
![]()
Fortified recovery: When you are hit while below 50% gain 10% Fortify for 5s. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 460 | ![]()
of the Cleric: +7
Constitution, +11
Focus
![]() Physical Ward III: 2% Physical Damage Absorption. ![]()
Divine: You gain 8.3% more health from all incoming healing effects.
![]()
Stamina Recovery: When you are hit while below 50% gain 83 stamina (50s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 425 | ![]()
of the Trickster: +6
Dexterity +10
Intelligence
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Calming III: You generate 8% less threat.
![]()
Mana Recovery: When you are hit while below 50% gain 80 mana (95s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Thrust Protection: You take 3.8% less Thrust damage.
|
|
Epic | Tier III | 370 | ![]() ![]()
Lightning Ward III: +3% Lightning Damage Absorption.
![]()
Divine: You gain 7.5% more health from all incoming healing effects.
![]()
Alacrity: Haste you apply lasts 9.9% longer.
|
|
Epic | Tier IV | 425 | ![]()
of the Scholar: +17
Intelligence
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Arcane Ward III: +3% Arcane Damage Absorption.
![]()
Mana Recovery: When you are hit while below 50% gain 80 mana (95s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Nature Protection: You take 3.8% less Nature damage.
|
|
Legendary | Tier V | 400-500 | ![]()
of the Battlemage: +10
Strength +15
Intelligence
![]()
Nature Ward III: +3% Nature Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Fortified recovery: When you are hit while below 50% gain 10% Fortify for 5s. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Fortified: Fortify you apply lasts 14% longer.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Sentry: +25
Constitution
![]()
Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.
![]()
Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Nature Protection: You take 4.7% less Nature damage.
![]()
Divine: You gain 9.5% more health from all incoming healing effects.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Trickster: +10
Dexterity +15
Intelligence
![]()
Arcane Ward IV: +3.8% Arcane Damage Absorption.
![]()
Health: You have 9.4% more maximum health.
![]()
Frozen Protection: You take 4.7% less Ice damage.
![]()
Mana Recovery: When you are hit while below 50% gain 95 mana (115s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Soldier: +25
Strength
![]() Fire Ward IV: +3.8% Fire Damage Absorption. ![]()
Health: You have 9.4% more maximum health.
![]()
Flame Protection: You take 4.7% less Fire damage.
![]()
Empowered: Empower you apply lasts 14% longer.
|
|
Epic | Tier III | 395 | ![]()
of the Spellsword: +9
Strength +6
Intelligence
![]()
Lightning Ward II: +2.5% Lightning Damage Absorption.
![]()
Refreshing: Reduces max cooldowns by 2.1%.
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Ancient Ward: +3.8% Damage Absorption against Ancient Guardians.
|
|
Epic | Tier IV | 495 | ![]()
of the Barbarian: +8
Constitution +12
Strength
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Arcane Ward III: +3% Arcane Damage Absorption.
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Reinforced: +34% Durability increase.
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Angry Earth Ward: +4.3% Damage Absorption against Angry Earth.
|
|
Epic | Tier IV | 495 | ![]()
of the Battlemage: +8
Strength +12
Intelligence
![]()
Nature Ward III: +3% Nature Damage Absorption.
![]()
Refreshing: Reduces max cooldowns by 2.4%.
![]()
Angry Earth Ward: +4.3% Damage Absorption against Angry Earth.
|
|
Rare | Tier III | 370 | ![]()
of the Soldier: +14
Strength
![]()
Physical Ward II: 1.5% Physical Damage Absorption.
![]()
Refreshing: Reduces max cooldowns by 2%.
|
|
Rare | Tier III | 370 | ![]()
of the Scholar: +14
Intelligence
![]()
Physical Ward II: 1.5% Physical Damage Absorption.
![]()
Mana Recovery: When you are hit while below 50% gain 75 mana (89s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Rare | Tier III | 370 | ![]()
of the Sage: +14
Focus
![]()
Physical Ward II: 1.5% Physical Damage Absorption.
![]()
Health: You have 6.4% more maximum health.
|
|
Rare | Tier III | 420 | ![]()
of the Sentry: +16
Constitution
![]()
Slash Ward III: +3% Slash Damage Absorption.
![]()
Slash Protection: You take 3.7% less Slash damage.
|
|
Epic | Tier IV | 465 | ![]()
of the Soldier: +18
Strength
![]()
Physical Ward III: 2% Physical Damage Absorption.
![]()
Divine: You gain 8.3% more health from all incoming healing effects.
![]()
Health: You have 7.6% more maximum health.
|
|
Epic | Tier IV | 490 | ![]()
of the Ranger: +24
Dexterity
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Elemental Ward IV: 2.5% Elemental Damage Absorption.
![]()
Health: You have 8% more maximum health.
![]()
Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Epic | Tier IV | 500 | ![]()
of the Mage: +8
Focus +12
Intelligence
![]()
Nature Ward III: +3% Nature Damage Absorption.
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Refreshing: Reduces max cooldowns by 2.5%.
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Health: You have 8.1% more maximum health.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Ranger: +25
Dexterity
![]()
Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.
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Fortified recovery: When you are hit while below 50% gain 10% Fortify for 5s. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
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Nature Protection: You take 4.7% less Nature damage.
![]()
Luck: +2.8% chance at rare items from chests and monsters.
|
|
Legendary | Tier V | 500-600 | ![]()
of the Sage: +25
Focus
![]()
Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.
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Health: You have 9.4% more maximum health.
![]()
Fortified recovery: When you are hit while below 50% gain 10% Fortify for 5s. (90s cooldown.) Does not trigger off persistent damage or DoT effects.
![]()
Slash Protection: You take 4.7% less Slash damage.
|
|
Uncommon | Tier III | 395 | ![]()
Of The Spellsword: +9
Strength +6
Intelligence
|
|
Uncommon | Tier II | 250 | ![]()
of the Mage: +3
Focus +5
Intelligence
![]()
Mana Recovery: When you are hit while below 50% gain 64 mana (76s cooldown.) Does not trigger off persistent damage or DoT effects.
|
|
Uncommon | Tier III | 325 | ![]()
of the Sentry: +8
Constitution
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Health: You have 5.9% more maximum health.
|
|
Uncommon | Tier III | 310 | ![]()
of the Sentry: +11
Constitution
![]()
Health: You have 5.7% more maximum health.
|
|
Epic | Tier V | 570 | ![]()
of the Soldier: +23
Strength
![]()
Health: You have 9% more maximum health.
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Divine: You gain 9.3% more health from all incoming healing effects.
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Fortified: Fortify you apply lasts 14% longer.
|
|
Rare | Tier V | 505 | ![]()
Luck: +2.3% chance at rare items from chests and monsters.
![]()
Refreshing: Reduces max cooldowns by 2.5%.
|
|
Uncommon | Tier II | 295 | ![]()
of the Sentry: +11
Constitution
![]()
Health: You have 5.5% more maximum health.
|
|
Rare | Tier III | 395 | ![]()
Of The Barbarian: +6
Constitution +9
Strength
![]()
Health: You have 6.8% more maximum health.
![]()
Alacrity: Haste you apply lasts 10% longer.
|
|
Rare | Tier V | 530 | ![]() ![]()
Health: You have 8.5% more maximum health.
![]()
Refreshing: Reduces max cooldowns by 2.6%.
|
|
Uncommon | Tier II | 230 | ![]()
of the Sentry: +8
Constitution
|
|
Uncommon | Tier V | 510 | ![]()
of the Occultist: +8
Constitution +12
Intelligence
![]()
Refreshing: Reduces max cooldowns by 2.5%.
|
|
Uncommon | Tier III | 310 | ![]()
of the Sentry: +11
Constitution
![]()
Health: You have 5.7% more maximum health.
|
|
Uncommon | Tier II | 200-300 | ![]()
Fire Ward I: +2% Fire Damage Absorption.
|
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Uncommon | Tier III | 300-400 | ![]()
Fire Ward II: +2.5% Fire Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Fire Ward III: +
3% Fire Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Fire Ward IV: +3.8% Fire Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Ice Ward I: +2% Ice Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Ice Ward II: +2.5% Ice Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Ice Ward III: +3% Ice Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Ice Ward IV: +3.8% Ice Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Arcane Ward I: +
2% Arcane Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Arcane Ward II: +2.5% Arcane Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Arcane Ward III: +3% Arcane Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Arcane Ward IV: +3.8% Arcane Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Physical Ward I: 1% Physical Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Physical Ward II: 1.5% Physical Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Physical Ward III: 2% Physical Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Physical Ward IV: 2.5% Physical Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Elemental Ward I: 1% Elemental Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Elemental Ward II: 1.5% Elemental Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Elemental Ward III: 2% Elemental Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Elemental Ward IV: 2.5% Elemental Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Wilderness Ward I: 0.75% Physical and 0.25% Elemental Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Wilderness Ward II: 1.1% Physical and 0.38% Elemental Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Wilderness Ward III: 1.5% Physical and 0.5% Elemental Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Strike Ward I: +2% Strike Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Strike Ward II: +2.5% Strike Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Strike Ward III: +3% Strike Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Strike Ward IV: +3.8% Strike Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Thrust Ward I: +2% Thrust Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Thrust Ward II: +2.5% Thrust Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Thrust Ward III: +3% Thrust Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Thrust Ward IV: +3.8% Thrust Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Spectral Ward I: 0.75% Elemental and 0.25% Physical Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Spectral Ward II: 1.1% Elemental and 0.38% Physical Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Spectral Ward III:
1.5% Elemental and 0.5% Physical Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Spectral Ward IV: 1.9% Elemental and 0.63% Physical Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Slash Ward I: +2% Slash Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Slash Ward II: +2.5% Slash Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Slash Ward III: +3% Slash Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Slash Ward IV: +3.8% Slash Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Lightning Ward I: +2% Lightning Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Lightning Ward II: +2.5% Lightning Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Lightning Ward III: +3% Lightning Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Lightning Ward IV: +3.8% Lightning Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Abyssal Ward I: +2.5% Void Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Abyssal Ward II: +3.5% Void Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Abyssal Ward III: +5% Void Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Abyssal Ward IV: +6% Void Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Lucky I: You have +0.25% chance at rare items from chests and monsters.
|
|
Uncommon | Tier III | 300-400 | ![]()
Lucky II: You have +0.35% chance at rare items from chests and monsters.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Lucky III: You have +0.45% chance at rare items from chests and monsters.
|
|
Uncommon | Tier V | 500-600 | ![]()
Lucky IV: You have +0.5% chance at rare items from chests and monsters.
|
|
Uncommon | Tier II | 200-300 | ![]()
Nature Ward I: +2% Nature Damage Absorption.
|
|
Uncommon | Tier III | 300-400 | ![]()
Nature Ward II: +2.5% Nature Damage Absorption.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Nature Ward III: +3% Nature Damage Absorption.
|
|
Uncommon | Tier V | 500-600 | ![]()
Nature Ward IV: +3.8% Nature Damage Absorption.
|
|
Uncommon | Tier II | 200-300 | ![]()
Calming I: You generate 4% less threat.
|
|
Uncommon | Tier III | 300-400 | ![]()
Calming II: You generate 6% less threat.
|
|
Uncommon | Tier IV | 400-500 | ![]()
Calming III: You generate 8% less threat.
|
|
Uncommon | Tier V | 500-600 | ![]()
Calming IV: You generate 10% less threat.
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Sentry: +11
Constitution
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Sentry: +15
Constitution
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Sentry: +20
Constitution
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Sentry: +25
Constitution
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Soldier: +11
Strength
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Soldier: +15
Strength
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Soldier: +20
Strength
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Soldier: +25
Strength
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Ranger: +11
Dexterity
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Ranger: +15
Dexterity
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Ranger: +20
Dexterity
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Ranger: +25
Dexterity
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Scholar: +11
Intelligence
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Scholar: +15
Intelligence
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Scholar: +20
Intelligence
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Scholar: +25
Intelligence
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Sage: +11
Focus
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Sage: +15
Focus
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Sage: +20
Focus
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Sage: +25
Focus
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Cleric: +6
Focus +4
Constitution
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Cleric: +9
Focus +6
Constitution
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Cleric: +8
Constitution +12
Focus
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Cleric: +10
Constitution +15
Focus
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Barbarian: +6
Strength +4
Constitution
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Barbarian: +6
Constitution +9
Strength
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Barbarian: +8
Constitution +12
Strength
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Barbarian: +10
Constitution +15
Strength
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Brigand: +4
Constitution +6
Dexterity
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Brigand: +6
Constitution +9
Dexterity
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Brigand: +8
Constitution +12
Dexterity
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Brigand: +10
Constitution +15
Dexterity
|
|
Uncommon | Tier II | 200-300 | ![]()
Of the Occultist: +4
Constitution +6
Intelligence
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Occultist: +6
Constitution +9
Intelligence
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Occultist: +8
Constitution +12
Intelligence
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Occultist: +10
Constitution +15
Intelligence
|
|
Uncommon | Tier II | 200-300 | ![]() |
|
Uncommon | Tier III | 300-400 | ![]() |
|
Uncommon | Tier IV | 400-500 | ![]() |
|
Uncommon | Tier V | 500-600 | ![]() |
|
Uncommon | Tier II | 200-300 | ![]() |
|
Uncommon | Tier III | 300-400 | ![]() |
|
Uncommon | Tier IV | 400-500 | ![]() |
|
Uncommon | Tier V | 500-600 | ![]() |
|
Uncommon | Tier II | 200-300 | ![]()
Of the Mage: +4
Focus +6
Intelligence
|
|
Uncommon | Tier III | 300-400 | ![]()
Of the Mage: +6
Focus +9
Intelligence
|
|
Uncommon | Tier IV | 400-500 | ![]()
Of the Mage: +8
Focus +12
Intelligence
|
|
Uncommon | Tier V | 500-600 | ![]()
Of the Mage: +10
Focus +15
Intelligence
|
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