Trinkets in New World are pieces of jewelry worn by the player, providing bonuses to their Core Attributes, as well as special bonuses such as improved resistance to status effects or improving chances of crafting higher quality items. Trinkets are divided into several categories based on the slot they are equipped in. Trinkets can also contain one or more Perks providing further benefits to the player. This page covers information on all Trinkets in New World.

 

New World Trinkets Overview

There is a wide variety of Trinkets available in New World. Trinkets can be obtained in a number of ways: Through Crafting, found as random loot in chests and containers, as random drops by Enemies and Bosses or as rewards for completing Quests.

Trinket Features

While exploring and fighting creatures, you can find and acquire Trinkets that can be immediately used, provided you are at the appropriate level. Each Armor piece has a few features in common that determine how powerful the armor is: Gear Score, Perks and Gem Sockets.

Gear Score

An Item's Gear Score is an overall gauge of how powerful that item is. The higher the Gear Score, the better the bonuses offered by Trinkets. An item's Gear Score can also influence the chance of the item dropping with Perks, as well as the scale of those Perks.

In the case of Crafted Trinkets, the Trinket's Gear Score can be influenced during the creation process by the Crafter's skill level in Jewelcrafting. Each Trinket has a base Gear Score depending on the tier of the item. There is also a minimum and maximum Gear Score range which gets higher the more skilled the crafter is. For example, a beginner Jewelcrafter will be able to craft Tier 2 Trinkets with a Gear Score ranging from 200 to 210 while a more advanced Jewelcrafter can craft the same tier Trinkets with Gear Scores of 250 and above, up to the maximum of 300 for this tier.

Perks

Trinkets can drop with up to 3 Perks which are drawn from a pool of potential Perks. Similar kinds of items can function differently depending on the Perks they possess.

Perks also influence the Rarity (also known as Quality) of an item and this extends to Trinkets as well:

  • No Perks - Common Quality
  • 1 Perk - Uncommon Quality
  • 2 Perks - Rare Quality
  • 3 Perks - Epic Quality

In the case of Crafted Trinkets, each Trinket has a small chance of gaining one or more Perks during the crafting process. While these outcomes are random, players can use the special resource Azoth while crafting to improve the chances of getting Perks. Additionally, there are a large amount of special resources that can be gathered in the world that when used during the crafting process, can dictate what Perk is added to the piece of equipment. However, there are still no guarantees that a Perk will indeed be added to the piece of equipment but the chance increases as the Crafting skill level increases.

See the Perks page for a full list of potential Perks for Trinkets.

Gem Sockets

Unlike Weapons and Armor which require an Empty Gem Socket in order to slot in Gemstones, Trinkets come pre-socketed with Gemstones which provide a bonus to one or more of the player's Core Atrributes. Gemstones socketed into Trinkets cannot be removed or replaced.

In the case of Crafted Trinkets, Gemstones cut by a player skilled in he Stonecutting skill line are required as crafting materials. Using the special resource Azoth while crafting Trinkets will only boost chances of the Trinket gaining Perks and will not provide a chance of it obtaining an Empty Gem Socket.

 

 

Legendary Trinkets

The final tier of Item Rarity is the Legendary quality. Unlike regular Trinkets, Legendary Armor pieces are uniquely named and have their own set of curated Perks and fixed Gear Scores. Legendary Trinkets are often especially powerful compared to Trinkets of the same level. While Legendary Trinkets can prove difficult to acquire, they are not restricted to high-level content. There are plenty of Legendary items for players of any level to obtain but they often require the player to take on the toughest challenges such as Bosses and Expeditions among other activities. Some Legendary items can also be acquired by taking on special Legendary Quest chains.

 

All Trinkets in New World

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

The table is also sortable! Click on the header to sort it as you see fit.

Name

Rarity

Tier

Gear Score

Perks


Spirit Crystal

Rare Tier II 210 of the Ranger
of the Occultist: +2 Constitution, +4 Intelligence

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Fire Ward I: +2% Fire Damage Absorption

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Health: You have 4.4% more maximum health.


Fortune's Beads

Rare Tier II 210 of the Ranger
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.


Sterling Mascot

Rare Tier II 220 of the Ranger
of the Sentry: +7 Constitution

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Taunting I: Taunts are active. You generate +100% more threat.

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Health: You have 4.5% more maximum health.


Forefather's Charm

Rare Tier II 220 of the Ranger
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.


In Toto Totum

Rare Tier II 230 of the Ranger
of the Occultist: +3 Constitution, +5 Intelligence

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Arcane Ward I: +2% Arcane Damage Absorption.

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Health: You have 4.7% more maximum health.


Philosopher's Charm

Rare Tier II 230 of the Ranger
of the Scholar: +8 Intelligence

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Ice Ward I: +2% Ice Damage Absorption.

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Freedom: Slow, Stun, and Silence expires 3.5% faster.


King's Velvet Talisman

Uncommon Tier II 240 of the Ranger
of the Sentry: +8 Constitution

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Nature Ward I: +2% Nature Damage Absorption.


Wisdom Charm

Rare Tier II 240 of the Ranger
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.


Mysterious Pendant

Rare Tier II 250 of the Ranger
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.


Ornament of the Faithful

Rare Tier II 260 of the Ranger
of the Soldier: +9 Strength

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Thrust Ward I: +2% Thrust Damage Absorption.

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Refreshing Evasion: Reduces active cooldowns by 0.65% after exiting the dodge animation.


Dusk's Warden

Rare Tier II 270 of the Ranger
of the Soldier: +10 Strength

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Wilderness Ward I: 0.75% Physical and 0.25% Elemental Damage Absorption.

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Health: You have 5.2% more maximum health.


Magnum Totem

Rare Tier II 270 of the Ranger
of the Barbarian:  +4 Constitution, +6 Strength

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Elemental Ward I: 1% Elemental Damage Absorption.

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Health: You have 5.2% more maximum health.


Token of the Tusk

Rare Tier II 280 of the Ranger
of the Ranger: +10 Dexterity

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Spectral Ward I: 0.75% Elemental and 0.25% Physical Damage Absorption.

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Refreshing: Reduces max cooldowns by 1.7%.


Beads of Ritual

Rare Tier II 290 of the Ranger
of the Monk: +4 Focus, +6 Strength

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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%.


Requiem Charm

Uncommon Tier II 290 of the Ranger
of the Mage: +4 Focus, +6 Intelligence

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Calming I: You generate 4% less threat.


Thieve's Alibi

Rare Tier III 310 of the Ranger
of the Barbarian: +4 Constitution, +7 Strength

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Fire Ward II: +2.5% Fire Damage Absorption.

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Divine: You gain 6.9% more health from all incoming healing effects.


Amulet of Season's Yang

Epic Tier III 310 of the Ranger
of the Sage: +11 Focus

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Physical Ward II: 1.5% Physical Damage Absorption.

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Stamina Recovery: When you are hit while below 50% gain 69 stamina (41s cooldown.) Does not trigger off persistent damage or DoT effects.

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Empowered: Empower you apply lasts 8.8% longer.


Aura Crystal

Epic Tier III 320 of the Ranger
of the Mage: +4 Focus, +7 Intelligence

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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.


Scholar's Sterling Totem

Epic Tier III 320 of the Ranger
of the Scholar: +12 Intelligence

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Lightning Ward II: +2.5% Lightning Damage Absorption.

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Luck: +1.5% chance at rare items from chests and monsters.

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Refreshing: Reduces max cooldowns by 1.8%.


Magnum Force

Rare Tier III 340 of the Ranger
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.


Energy Beads

Epic Tier III 340 of the Ranger
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.

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Mana Recovery: When you are hit while below 50% gain 72 mana (86s cooldown.) Does not trigger off persistent damage or DoT effects.


Vox's Mascot

Epic Tier III 350 of the Ranger
of the Ranger: +13 Dexterity

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Slash Ward II: +2.5% Slash Damage Absorption.

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Stamina Recovery: When you are hit while below 50% gain 73 stamina (44s cooldown.) Does not trigger off persistent damage or DoT effects.

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Health: You have 6.2% more maximum health.


Hope's Hoarder

Epic Tier III 350 of the Ranger
of the Ranger: +13 Dexterity

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Strike Ward II: +2.5% Strike Damage Absorption.

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Refreshing Evasion: Reduces active cooldowns by 0.73% after exiting the dodge animation.

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Luck: +1.6% chance at rare items from chests and monsters.


Guardian's Talisman

Epic Tier III 360 of the Ranger
of the Sentry: +14 Constitution

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Thrust Ward II: +2.5% Thrust Damage Absorption.

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Stamina Recovery: When you are hit while below 50% gain 74 stamina (44s cooldown.) Does not trigger off persistent damage or DoT effects.

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Divine: You gain 7.4% more health from all incoming healing effects.


Mascot of the Dawn

Epic Tier III 360 of the Ranger
of the Ranger: +14 Dexterity

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Wilderness Ward II: 1.1% Physical and 0.38% Elemental Damage Absorption.

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Health: You have 6.3% more maximum health.

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Stamina Recovery: When you are hit while below 50% gain 74 stamina (44s cooldown.) Does not trigger off persistent damage or DoT effects.


Sola Fide Token

Epic Tier III 370 of the Ranger
of the Monk: +5 Focus, +8 Strength

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Elemental Ward II: 1.5% Elemental Damage Absorption.

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Refreshing: Reduces max cooldowns by 2%.

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Divine: You gain 7.5% more health from all incoming healing effects.


Amulet of Spirit Force

Epic Tier III 380 of the Ranger
of the Mage: +6 Focus, +9 Intelligence

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Spectral Ward II: 1.1% Elemental and 0.38% Physical Damage Absorption.

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Luck: +1.8% chance at rare items from chests and monsters.

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Health: You have 6.6% more maximum health.


Lover's Luck

Epic Tier III 390 of the Ranger
of the Cleric: +6 Constitution, +9 Focus

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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_perk_icon_new_world_wiki_guide_65px
Luck: +1.8% chance at rare items from chests and monsters.


Fideles Choker

Epic Tier III 390 of the Ranger
of the Brigand: +6 Constitution, +9 Dexterity

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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.


Chanter's Pendant

Epic Tier IV 410 of the Ranger
of the Monk: +6 Focus, +9 Strength

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Fire Ward III: +3% Fire Damage Absorption.

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Refreshing: Reduces max cooldowns by 2.1%.

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Slash Protection: You take 3.7% less Slash damage.


Men of Arms Mascot

Legendary Tier IV 410 of the Ranger
of the Brigand: +6 Constitution, +9 Dexterity

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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.


Warden's Chain

Epic Tier IV 420 of the Ranger
of the Sentry: +16 Constitution

calming_iii_perk_icon_new_world_wiki_guide_125px
Calming III: You generate 8% less threat.

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Mortal Energy: When you kill something gain 11 Stamina. (5s cooldown.)

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Luck: +2% chance at rare items from chests and monsters.


Talisman of Ma-Yim

Rare Tier IV 420 of the Ranger
of the Occultist: +6 Constitution, +10 Intelligence

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Lightning Ward III: +3% Lightning Damage Absorption.

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Slash Protection: You take 3.7% less Slash damage.


Zion's Lost Choker

Epic Tier IV 440 of the Ranger
of the Occultist: +7 Constitution, +10 Intelligence

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Ice Ward III: +3% Ice Damage Absorption.

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Refreshing: Reduces max cooldowns by 2.2%.

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Luck: +2% chance at rare items from chests and monsters.


Fortune's Favor

Epic Tier IV 450 of the Ranger
of the Mage: +7 Focus, +10 Intelligence

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Slash Ward III: +3% Slash Damage Absorption.

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Slash Protection: You take 3.9% less Slash damage.

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Lifestealing: You gain 1.1% of your damage as health. Does not trigger off persistent damage or DoT effects.


Fiend's Choker

Epic Tier IV 460 of the Ranger
of the Barbarian: +7 Constitution, +11 Strength

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Strike Ward III: +3% Strike Damage Absorption.

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Mana Recovery: When you are hit while below 50% gain 83 mana (99s cooldown.) Does not trigger off persistent damage or DoT effects.

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Slash Protection: You take 4% less Slash damage.


The Arctic Pendant

Rare Tier IV 470 of the Ranger
of the Ranger: +19 Dexterity

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Thrust Ward III: +3% Thrust Damage Absorption.

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Luck: +2.2% chance at rare items from chests and monsters.


Seeker's Flaming Orb

Epic Tier IV 470 of the Ranger
of the Occultist: +7 Constitution, +11 Intelligence

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Wilderness Ward III: 1.5% Physical and 0.5% Elemental Damage Absorption.

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Refreshing Evasion: Reduces active cooldowns by 0.84% after exiting the dodge animation.

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Luck: +2.2% chance at rare items from chests and monsters.


Hematite Mortality Chain

Epic Tier IV 480 of the Ranger
of the Mage: +7 Focus, +11 Intelligence

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Elemental Ward III: 2% Elemental Damage Absorption.

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Mortal Energy: When you kill something gain 12 Stamina. (5s cooldown.)

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Lifestealing: You gain 1.2% of your damage as health. Does not trigger off persistent damage or DoT effects.


The Onyx Warden Mascot

Epic Tier IV 480 of the Ranger
of the Sentry: +19 Constitution

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Spectral Ward III: 1.5% Elemental and 0.5% Physical Damage Absorption.

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Mana Recovery: When you are hit while below 50% gain 85 mana (101s cooldown.) Does not trigger off persistent damage or DoT effects.

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Slash Protection: You take 4.1% less Slash damage.


Alyiah's Amulet

Rare Tier IV 490 of the Ranger
of the Cleric: +8 Constitution, +12 Focus

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Lucky III: You have +0.45% chance at rare items from chests and monsters.

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Slash Protection: You take 4.1% less Slash damage.


Baal Crystal

Legendary Tier IV 490 of the Ranger
of the Ranger: +20 Dexterity

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Calming III: You generate 8% less threat.

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RefreshingReduces max cooldowns by 2.4%.

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Slash Protection: You take 4.1% less Slash damage.

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Mortal Energy: When you kill something gain 12 Stamina. (5s cooldown.)


Protector's Fortune Charm

Legendary Tier V 400-500 of the Ranger
of the Sentry: +25 Constitution

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Calming IV: You generate 10% less threat.

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RefreshingReduces max cooldowns by 2.4%.

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Divine: You gain 9.5% more health from all incoming healing effects.

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Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.


Requiem Pendant

Legendary Tier V 500-600 of the Ranger
of the Duelist: +10 Focus +15 Dexterity

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Physical Ward IV: 2.5% Physical Damage Absorption.

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Health: You have 9.4% more maximum health.

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Empowered: Empower you apply lasts 14% longer.

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Slash Protection: You take 4.7% less Slash damage.


Infinitum Band

Legendary Tier V 500-600 of the Ranger
of the Duelist: +10 Focus +15 Dexterity

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Taunting IVTaunts are active. You generate +300% more threat.

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Luck: +2.8% chance at rare items from chests and monsters.

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Divine: You gain 9.5% more health from all incoming healing effects.

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Luck: +2.8% chance at rare items from chests and monsters.


Invicta Charm

Legendary Tier V 500-600 of the Ranger
of the Duelist: +10 Focus +15 Dexterity

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Lightning Ward IV+3.8% Lightning Damage Absorption.

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Health: You have 9.4% more maximum health.

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Empowered: Empower you apply lasts 14% longer.

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Slash Protection: You take 4.7% less Slash damage.


Prophecy Fulfillment Charm

Legendary Tier V 500-600 of the Ranger
of the Sage: +25 Focus

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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.  

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Slash Protection: You take 4.7% less Slash damage.


Descendant's Token

Legendary Tier V 500-600 of the Ranger
of the Sage: +25 Focus

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Ice Ward IV: +3.8% Ice Damage Absorption.

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Fortified: Fortify you apply lasts 14% longer.

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Empowered: Empower you apply lasts 14% longer.

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Slash Protection: You take 4.7% less Slash damage.


The Chain of Zane

Legendary Tier V 500-600 of the Ranger
of the Soldier: +25 Strength

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Nature Ward IV: +3.8% Nature Damage Absorption.

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Health: You have 9.4% more maximum health.

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RefreshingReduces max cooldowns by 2.8%.

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Luck: +2.8% chance at rare items from chests and monsters.


Guardian's Fortune Token

Legendary Tier V 500-600 of the Ranger
of the Mage: +10 Focus +15 Intelligence

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Slash Ward IV: +3.8% Slash Damage Absorption.

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RefreshingReduces max cooldowns by 2.8%.

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Refreshing Ward: Reduces active cooldowns by 1.9% after being hit 5 times. Does not trigger off persistent damage or DoT effects.

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Slash Protection: You take 4.7% less Slash damage.


Sola Fide Mascot

Legendary Tier V 500-600 of the Ranger
of the Soldier: +25 Strength

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Strike Ward IV: +3.8% Strike Damage Absorption.

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Health: You have 9.4% more maximum health.

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Empowered: Empower you apply lasts 14% longer.

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Slash Protection: You take 4.7% less Slash damage.


The Eye of Pithe Amulet

Legendary Tier V 500-600 of the Ranger
of the Occultist: +10 Constitution +15 Intelligence

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Elemental Ward IV: 2.5% Elemental Damage Absorption.

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RefreshingReduces max cooldowns by 2.8%.

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RefreshingReduces max cooldowns by 2.8%.

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Slash Protection: You take 4.7% less Slash damage.


Scarab Rejuvination Crystal

Legendary Tier V 500-600 of the Ranger
of the Monk: +10 Focus +15 Strength

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Spectral Ward IV1.9% Elemental and 0.63% Physical Damage Absorption.

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Fortified: Fortify you apply lasts 14% longer.

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Divine: You gain 9.5% more health from all incoming healing effects.

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Slash Protection: You take 4.7% less Slash damage.


Widower's Whisper

Legendary Tier V 500-600 of the Ranger
of the Cleric: +10 Constitution +15  Focus

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Lucky IV: You have +0.5% chance at rare items from chests and monsters.

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Luck: +2.8% chance at rare items from chests and monsters.

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Divine: You gain 9.5% more health from all incoming healing effects.

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Slash Protection: You take 4.7% less Slash damage.


Malachite Orb

Legendary Tier V 500-600 of the Ranger
of the Ranger: +25 Dexterity

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Calming IV: You generate 10% less threat.

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Fortified: Fortify you apply lasts 14% longer.

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Refreshing Ward: Reduces active cooldowns by 1.9% after being hit 5 times. Does not trigger off persistent damage or DoT effects.

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Slash Protection: You take 4.7% less Slash damage.


Bitter Understanding

Epic Tier IV 475 of the Ranger
of the Cleric: +7 Constitution +11 Focus

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Fire Ward III: +3% Fire Damage Absorption.

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Divine: You gain 8.4% more health from all incoming healing effects.

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Strike Protection: You take 4% less Lightning damage.


Brilliant Bloodstone Cameo

Epic Tier IV 400-500 of the Ranger
of the Ranger: +20 Dexterity

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Slash Ward III: +3% Slash Damage Absorption.

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Alacrity: Haste you apply lasts 12% longer.

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Flame Protection: You take 4.2% less Fire damage.


Eyes in the Abyss

Legendary Tier V 400-500 of the Ranger
of the Sentry: +25 Constitution

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Strike Ward III: +3% Strike Damage Absorption.

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Health: You have 9.4% more maximum health.

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Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.

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Nature Protection: You take 4.7% less Nature damage.


Forever Forgotten Ring

Epic Tier III 399 of the Ranger
of the Duelist: +6 Focus +9 Dexterity

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Thrust Ward III: +3% Thrust Damage Absorption.

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Health: You have 6.8% more maximum health.

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Nature Protection: You take 3.6% less Nature damage.


Great Lion's Mane

Epic Tier III 375 of the Ranger
of the Knight: +8 Constitution +5 Strength

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Physical Ward II: 1.5% Physical Damage Absorption.

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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.


Greenswarden

Epic Tier IV 499 of the Ranger
of the Sentry: +8 Constitution

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Wilderness Ward III: 1.5% Physical and 0.5% Elemental Damage Absorption.

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Divine: You gain 8.6% more health from all incoming healing effects.

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Frozen Protection: You take 4.2% less Ice damage.


Guiding Light

Epic Tier IV 400-500 of the Ranger
of the Sage: +20 Focus

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Elemental Ward III: 2% Elemental Damage Absorption.

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Divine: You gain 8.4% more health from all incoming healing effects.

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Void Protection: You take 4.2% less Void damage.


Heavy Heart

Epic Tier IV 425 of the Ranger
of the Sentry: +8 Constitution

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Spectral Ward III: 1.5% Elemental and 0.5% Physical Damage Absorption.

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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.


Inquisitor's Verdict

Epic Tier III 395 of the Ranger
of the Soldier: +15  Strength

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Lucky III: You have +0.45% chance at rare items from chests and monsters.

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Health: You have 6.8% more maximum health.

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Stamina Recovery: When you are hit while below 50% gain 77 stamina (46s cooldown.) Does not trigger off persistent damage or DoT effects.


Mangled Heart

Legendary Tier V 300-400 of the Ranger
of the Monk: +10 Focus +15 Strength

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Calming III: You generate 8% less threat.

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Fortified: Fortify you apply lasts 14% longer.

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Divine: You gain 9.5% more health from all incoming healing effects.

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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.


Mourning Veil

Epic Tier IV 460 of the Ranger
of the Cleric: +7  Constitution, +11  Focus

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Physical Ward III: 2% Physical Damage Absorption.

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Divine: You gain 8.3% more health from all incoming healing effects.

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Stamina Recovery: When you are hit while below 50% gain 83 stamina (50s cooldown.) Does not trigger off persistent damage or DoT effects.


Odious Eye

Epic Tier IV 425 of the Ranger
of the Trickster: +6 Dexterity +10 Intelligence

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Calming III: You generate 8% less threat.

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Mana Recovery: When you are hit while below 50% gain 80 mana (95s cooldown.) Does not trigger off persistent damage or DoT effects.

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Thrust Protection: You take 3.8% less Thrust damage.


Purified Sentiment

Epic Tier III 370 of the Ranger
of the Monk: +5  Focus, +8 Strength

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Lightning Ward III: +3% Lightning Damage Absorption.

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Divine: You gain 7.5% more health from all incoming healing effects.

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Alacrity: Haste you apply lasts 9.9% longer.


Talisman of Curses

Epic Tier IV 425 of the Ranger
of the Scholar: +17 Intelligence

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Arcane Ward III: +3% Arcane Damage Absorption.

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Mana Recovery: When you are hit while below 50% gain 80 mana (95s cooldown.) Does not trigger off persistent damage or DoT effects.

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Nature Protection: You take 3.8% less Nature damage.


Treasure of the Pit

Legendary Tier V 400-500 of the Ranger
of the Battlemage: +10 Strength +15 Intelligence

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Nature Ward III: +3% Nature Damage Absorption.

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Health: You have 9.4% more maximum health.

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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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Fortified: Fortify you apply lasts 14% longer.


Diamond Heart

Legendary Tier V 500-600 of the Ranger
of the Sentry: +25  Constitution

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Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.

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Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.

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Nature Protection: You take 4.7% less Nature damage.

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Divine: You gain 9.5% more health from all incoming healing effects.


The Mark

Legendary Tier V 500-600 of the Ranger
of the Trickster: +10 Dexterity +15 Intelligence

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Arcane Ward IV: +3.8% Arcane Damage Absorption.

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Health: You have 9.4% more maximum health.

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Frozen Protection: You take 4.7% less Ice damage.

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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.


Scorpian Stone

Legendary Tier V 500-600 of the Ranger
of the Soldier: +25  Strength

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Fire Ward IV: +3.8% Fire Damage Absorption.

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Health: You have 9.4% more maximum health.

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Flame Protection: You take 4.7% less Fire damage.

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Empowered: Empower you apply lasts 14% longer.


Empty Heart Amulet

Epic Tier III 395 of the Ranger
of the Spellsword: +9 Strength +6 Intelligence

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Lightning Ward II: +2.5% Lightning Damage Absorption.

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Refreshing: Reduces max cooldowns by 2.1%.

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Ancient Ward: +3.8% Damage Absorption against Ancient Guardians.


Monstrous Amulet

Epic Tier IV 495 of the Ranger
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.


Barkskin Torque

Epic Tier IV 495 of the Ranger
of the Battlemage: +8 Strength +12 Intelligence

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Nature Ward III: +3% Nature Damage Absorption.

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Refreshing: Reduces max cooldowns by 2.4%.

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Angry Earth Ward: +4.3% Damage Absorption against Angry Earth.


Amrine Excavator's Amulet

Rare Tier III 370 of the Ranger
of the Soldier: +14  Strength

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Physical Ward II: 1.5% Physical Damage Absorption.

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Refreshing: Reduces max cooldowns by 2%.


Nakashima's Keepsake

Rare Tier III 370 of the Ranger
of the Scholar: +14 Intelligence

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Physical Ward II: 1.5% Physical Damage Absorption.

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Mana Recovery: When you are hit while below 50% gain 75 mana (89s cooldown.) Does not trigger off persistent damage or DoT effects.


Prosperous Promise

Rare Tier III 370 of the Ranger
of the Sage: +14 Focus

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Physical Ward II: 1.5% Physical Damage Absorption.

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Health: You have 6.4% more maximum health.


Graveguard's Seal

Rare Tier III 420 of the Ranger
of the Sentry: +16 Constitution

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Slash Ward III: +3% Slash Damage Absorption.

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Slash Protection: You take 3.7% less Slash damage.


Blessing of Forefathers

Epic Tier IV 465 of the Ranger
of the Soldier: +18 Strength

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Physical Ward III: 2% Physical Damage Absorption.

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Divine: You gain 8.3% more health from all incoming healing effects.

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Health: You have 7.6% more maximum health.


Cave Creeper Necklace

Epic Tier IV 490 of the Ranger
of the Ranger: +24 Dexterity

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Elemental Ward IV: 2.5% Elemental Damage Absorption.

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Health: You have 8% more maximum health.

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Purify: When you are hit while below 50% health you lose all debuffs. (90s cooldown.) Does not trigger off persistent damage or DoT effects.


Keeper's Pendant

Epic Tier IV 500 of the Ranger
of the Mage: +8 Focus +12 Intelligence

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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.


Amulet of Seven Seasons

Legendary Tier V 500-600 of the Ranger
of the Ranger: +25  Dexterity

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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.

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Luck: +2.8% chance at rare items from chests and monsters.


Oracle's Amulet

Legendary Tier V 500-600 of the Ranger
of the Sage: +25 Focus

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Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.

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Health: You have 9.4% more maximum health.

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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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Slash Protection: You take 4.7% less Slash damage.


Adventurer's Amulet

Uncommon Tier III 395 of the Ranger
Of The Spellsword: +9 Strength +6 Intelligence


Amulet of Remembrance

Uncommon Tier II 250 of the Ranger
of the Mage: +3 Focus +5 Intelligence

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Mana Recovery: When you are hit while below 50% gain 64 mana (76s cooldown.) Does not trigger off persistent damage or DoT effects.


Everfall Locket

Uncommon Tier III 325 of the Ranger
of the Sentry: +8 Constitution

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Health: You have 5.9% more maximum health.


First Light's Heart

Uncommon Tier III 310 of the Ranger
of the Sentry: +11 Constitution

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Health: You have 5.7% more maximum health.


Infinity Crystal

Epic Tier V 570 of the Ranger
of the Soldier: +23 Strength

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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.


Lord Huntingdon's Brooch

Rare Tier V 505  
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Luck: +2.3% chance at rare items from chests and monsters.

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Refreshing: Reduces max cooldowns by 2.5%.


Monarch's Wish

Uncommon Tier II 295 of the Ranger
of the Sentry: +11 Constitution

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Health: You have 5.5% more maximum health.


Shatterstar Amulet

Rare Tier III 395 of the Ranger
Of The Barbarian: +6 Constitution +9 Strength

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Health: You have 6.8% more maximum health.

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Alacrity: Haste you apply lasts 10% longer.


Tempest's Heart

Rare Tier V 530 of the Ranger
of the Monk: +8 Focus +13 Strength

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Health: You have 8.5% more maximum health.

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Refreshing: Reduces max cooldowns by 2.6%.


Tribal Loyalty Charm

Uncommon Tier II 230 of the Ranger
of the Sentry: +8 Constitution


Velda's Lost Mascot

Uncommon Tier V 510 of the Ranger
of the Occultist: +8 Constitution +12 Intelligence

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Refreshing: Reduces max cooldowns by 2.5%.


Windsward's Hope

Uncommon Tier III 310 of the Ranger
of the Sentry: +11 Constitution

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Health: You have 5.7% more maximum health.


Flawed Ruby Amulet

Uncommon Tier II 200-300  
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Fire Ward I: +2% Fire Damage Absorption.


Ruby Amulet

Uncommon Tier III 300-400  
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Fire Ward II: +2.5% Fire Damage Absorption.


Brilliant Ruby Amulet

Uncommon Tier IV 400-500  
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Fire Ward III: + 3% Fire Damage Absorption.


Pristine Ruby Amulet

Uncommon Tier V 500-600  
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Fire Ward IV: +3.8% Fire Damage Absorption.


Flawed Aquamarine Amulet

Uncommon Tier II 200-300  
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Ice Ward I: +2% Ice Damage Absorption.


Aquamarine Amulet

Uncommon Tier III 300-400  
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Ice Ward II: +2.5% Ice Damage Absorption.


Brilliant Aquamarine Amulet

Uncommon Tier IV 400-500  
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Ice Ward III: +3% Ice Damage Absorption.


Pristine Aquamarine Amulet

Uncommon Tier V 500-600  
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Ice Ward IV: +3.8% Ice Damage Absorption.


Flawed Sapphire Amulet

Uncommon Tier II 200-300  
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Arcane Ward I: + 2% Arcane Damage Absorption.


Sapphire Amulet

Uncommon Tier III 300-400  
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Arcane Ward II: +2.5% Arcane Damage Absorption.


Brilliant Sapphire Amulet

Uncommon Tier IV 400-500  
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Arcane Ward III: +3% Arcane Damage Absorption.


Pristine Sapphire Amulet

Uncommon Tier V 500-600  
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Arcane Ward IV: +3.8% Arcane Damage Absorption.


Flawed Onyx Amulet

Uncommon Tier II 200-300  
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Physical Ward I: 1% Physical Damage Absorption.


Onyx Amulet

Uncommon Tier III 300-400  
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Physical Ward II: 1.5% Physical Damage Absorption.


Brilliant Onyx Amulet

Uncommon Tier IV 400-500  
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Physical Ward III: 2% Physical Damage Absorption.


Pristine Onyx Amulet

Uncommon Tier V 500-600  
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Physical Ward IV: 2.5% Physical Damage Absorption.


Flawed Opal Amulet

Uncommon Tier II 200-300  
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Elemental Ward I: 1% Elemental Damage Absorption.


Opal Amulet

Uncommon Tier III 300-400  
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Elemental Ward II: 1.5% Elemental Damage Absorption.


Brilliant Opal Amulet

Uncommon Tier IV 400-500  
elemental_ward_iii_perk_icon_new_world_wiki_guide_125px
Elemental Ward III: 2% Elemental Damage Absorption.


Pristine Opal Amulet

Uncommon Tier V 500-600  
fire_ward_i_perk_icon_new_world_wiki_guide_125px
Elemental Ward IV: 2.5% Elemental Damage Absorption.


Flawed Diamond Amulet

Uncommon Tier II 200-300  
fire_ward_i_perk_icon_new_world_wiki_guide_125px
Wilderness Ward I: 0.75% Physical and 0.25% Elemental Damage Absorption.


Diamond Amulet

Uncommon Tier III 300-400  
fire_ward_i_perk_icon_new_world_wiki_guide_125px
Wilderness Ward II: 1.1% Physical and 0.38% Elemental Damage Absorption.


Brilliant Diamond Amulet

Uncommon Tier IV 400-500  
fire_ward_i_perk_icon_new_world_wiki_guide_125px
Wilderness Ward III: 1.5% Physical and 0.5% Elemental Damage Absorption.


Pristine Diamond Amulet

Uncommon Tier V 500-600  
fire_ward_i_perk_icon_new_world_wiki_guide_125px
Wilderness Ward IV: 1.9% Physical and 0.63% Elemental Damage Absorption.


Flawed Jasper Amulet

Uncommon Tier II 200-300  
strike_ward_i_perk_icon_new_world_wiki_guide_125px
Strike Ward I: +2% Strike Damage Absorption.


Jasper Amulet

Uncommon Tier III 300-400  
strike_ward_ii_perk_icon_new_world_wiki_guide_125px
Strike Ward II: +2.5% Strike Damage Absorption.


Brilliant Jasper Amulet

Uncommon Tier IV 400-500  
strike_ward_iii_perk_icon_new_world_wiki_guide_125px
Strike Ward III: +3% Strike Damage Absorption.


Pristine Jasper Amulet

Uncommon Tier V 500-600  
strike_ward_iv_perk_icon_new_world_wiki_guide_125px
Strike Ward IV: +3.8% Strike Damage Absorption.


Flawed Emerald Amulet

Uncommon Tier II 200-300  
thrust_ward_i_perk_icon_new_world_wiki_guide_125px
Thrust Ward I: +2% Thrust Damage Absorption.


Emerald Amulet

Uncommon Tier III 300-400  
thrust_ward_ii_perk_icon_new_world_wiki_guide_125px
Thrust Ward II: +2.5% Thrust Damage Absorption.


Brilliant Emerald Amulet

Uncommon Tier IV 400-500  
thrust_ward_iii_perk_icon_new_world_wiki_guide_125px
Thrust Ward III: +3% Thrust Damage Absorption.


Pristine Emerald Amulet

Uncommon Tier V 500-600  
thrust_ward_iv_perk_icon_new_world_wiki_guide_125px
Thrust Ward IV: +3.8% Thrust Damage Absorption.


Flawed Malachite Amulet

Uncommon Tier II 200-300  
spectral_ward_i_perk_icon_new_world_wiki_guide_125px
Spectral Ward I: 0.75% Elemental and 0.25% Physical Damage Absorption.


Malachite Amulet

Uncommon Tier III 300-400  
spectral_ward_ii_perk_icon_new_world_wiki_guide_125px
Spectral Ward II: 1.1% Elemental and 0.38% Physical Damage Absorption.


Brilliant Malachite Amulet

Uncommon Tier IV 400-500  
spectral_ward_iii_perk_icon_new_world_wiki_guide_125px
Spectral Ward III: 1.5% Elemental and 0.5% Physical Damage Absorption.


Pristine Malachite Amulet

Uncommon Tier V 500-600  
spectral_ward_iv_perk_icon_new_world_wiki_guide_125px
Spectral Ward IV: 1.9% Elemental and 0.63% Physical Damage Absorption.


Flawed Moonstone Amulet

Uncommon Tier II 200-300  
slash_ward_i_perk_icon_new_world_wiki_guide_125px
Slash Ward I: +2% Slash Damage Absorption.


Moonstone Amulet

Uncommon Tier III 300-400  
slash_ward_ii_perk_icon_new_world_wiki_guide_125px
Slash Ward II: +2.5% Slash Damage Absorption.


Brilliant Moonstone Amulet

Uncommon Tier IV 400-500  
slash_ward_iii_perk_icon_new_world_wiki_guide_125px
Slash Ward III: +3% Slash Damage Absorption.


Pristine Moonstone Amulet

Uncommon Tier V 500-600  
slash_ward_iv_perk_icon_new_world_wiki_guide_125px
Slash Ward IV: +3.8% Slash Damage Absorption.


Flawed Topaz Amulet

Uncommon Tier II 200-300  
lightning_ward_i_perk_icon_new_world_wiki_guide_125px
Lightning Ward I: +2% Lightning Damage Absorption.


Topaz Amulet

Uncommon Tier III 300-400  
lightning_ward_ii_perk_icon_new_world_wiki_guide_125px
Lightning Ward II: +2.5% Lightning Damage Absorption.


Brilliant Topaz Amulet

Uncommon Tier IV 400-500  
lightning_ward_iii_perk_icon_new_world_wiki_guide_125px
Lightning Ward III: +3% Lightning Damage Absorption.


Pristine Topaz Amulet

Uncommon Tier V 500-600  
lightning_ward_iv_perk_icon_new_world_wiki_guide_125px
Lightning Ward IV: +3.8% Lightning Damage Absorption.


Flawed Amethyst Amulet

Uncommon Tier II 200-300  
abyssal_ward_i_perk_icon_new_world_wiki_guide_125px
Abyssal Ward I: +2.5% Void Damage Absorption.


Amethyst Amulet

Uncommon Tier III 300-400  
abyssal_ward_ii_perk_icon_new_world_wiki_guide_125px
Abyssal Ward II: +3.5% Void Damage Absorption.


Brilliant Amethyst Amulet

Uncommon Tier IV 400-500  
abyssal_ward_iii_perk_icon_new_world_wiki_guide_125px
Abyssal Ward III: +5% Void Damage Absorption.


Pristine Amethyst Amulet

Uncommon Tier V 500-600  
abyssal_ward_iv_perk_icon_new_world_wiki_guide_125px
Abyssal Ward IV: +6% Void Damage Absorption.


Flawed Pearl Amulet

Uncommon Tier II 200-300  
lucky_i_perk_icon_new_world_wiki_guide_125px
Lucky I: You have +0.25% chance at rare items from chests and monsters.


Pearl Amulet

Uncommon Tier III 300-400  
lucky_ii_perk_icon_new_world_wiki_guide_125px
Lucky II: You have +0.35% chance at rare items from chests and monsters.


Brilliant Pearl Amulet

Uncommon Tier IV 400-500  
lucky_iii_perk_icon_new_world_wiki_guide_125px
Lucky III: You have +0.45% chance at rare items from chests and monsters.


Pristine Pearl Amulet

Uncommon Tier V 500-600  
lucky_iv_perk_icon_new_world_wiki_guide_125px
Lucky IV: You have +0.5% chance at rare items from chests and monsters.


Flawed Amber Amulet

Uncommon Tier II 200-300  
nature_ward_i_perk_icon_new_world_wiki_guide_125px
Nature Ward I: +2% Nature Damage Absorption.


Amber Amulet

Uncommon Tier III 300-400  
nature_ward_ii_perk_icon_new_world_wiki_guide_125px
Nature Ward II: +2.5% Nature Damage Absorption.


Brilliant Amber Amulet

Uncommon Tier IV 400-500  
nature_ward_iii_perk_icon_new_world_wiki_guide_125px
Nature Ward III: +3% Nature Damage Absorption.


Pristine Amber Amulet

Uncommon Tier V 500-600  
nature_ward_iv_perk_icon_new_world_wiki_guide_125px
Nature Ward IV: +3.8% Nature Damage Absorption.


Flawed Carnelian Amulet

Uncommon Tier II 200-300  
calming_i_perk_icon_new_world_wiki_guide_125px
Calming I: You generate 4% less threat.


Carnelian Amulet

Uncommon Tier III 300-400  
calming_ii_perk_icon_new_world_wiki_guide_125px
Calming II: You generate 6% less threat.


Brilliant Carnelian Amulet

Uncommon Tier IV 400-500  
calming_iii_perk_icon_new_world_wiki_guide_125px
Calming III: You generate 8% less threat.


Pristine Carnelian Amulet

Uncommon Tier V 500-600  
calming_iv_perk_icon_new_world_wiki_guide_125px
Calming IV: You generate 10% less threat.


Silver Stalwart Amulet

Uncommon Tier II 200-300 Of the
Of the Sentry: +11 Constitution


Gold Stalwart Amulet

Uncommon Tier III 300-400 Of the
Of the Sentry: +15 Constitution


Platinum Stalwart Amulet

Uncommon Tier IV 400-500 Of the
Of the Sentry: +20 Constitution


Orichalcum Stalwart Amulet

Uncommon Tier V 500-600 Of the
Of the Sentry: +25 Constitution


Silver Barbarian Amulet

Uncommon Tier II 200-300 Of the
Of the Soldier: +11 Strength


Gold Barbarian Amulet

Uncommon Tier III 300-400 Of the
Of the Soldier: +15 Strength


Platinum Barbarian Amulet

Uncommon Tier IV 400-500 Of the
Of the Soldier: +20 Strength


Orichalcum Barbarian Amulet

Uncommon Tier V 500-600 Of the
Of the Soldier: +25 Strength


Silver Ranger Amulet

Uncommon Tier II 200-300 Of the
Of the Ranger: +11 Dexterity


Gold Ranger Amulet

Uncommon Tier III 300-400 Of the
Of the Ranger: +15 Dexterity


Platinum Ranger Amulet

Uncommon Tier IV 400-500 Of the
Of the Ranger: +20 Dexterity


Orichalcum Ranger Amulet

Uncommon Tier V 500-600 Of the
Of the Ranger: +25 Dexterity


Silver Scholar Amulet

Uncommon Tier II 200-300 Of the
Of the Scholar: +11 Intelligence


Gold Scholar Amulet

Uncommon Tier III 300-400 Of the
Of the Scholar: +15 Intelligence


Platinum Scholar Amulet

Uncommon Tier IV 400-500 Of the
Of the Scholar: +20 Intelligence


Orichalcum Scholar Amulet

Uncommon Tier V 500-600 Of the
Of the Scholar: +25 Intelligence


Silver Sage Amulet

Uncommon Tier II 200-300 Of the
Of the Sage: +11 Focus


Gold Sage Amulet

Uncommon Tier III 300-400 Of the
Of the Sage: +15 Focus


Platinum Sage Amulet

Uncommon Tier IV 400-500 Of the
Of the Sage: +20 Focus


Orichalcum Sage Amulet

Uncommon Tier V 500-600 Of the
Of the Sage: +25 Focus


Silver Cleric Amulet

Uncommon Tier II 200-300 Of the
Of the Cleric: +6 Focus +4 Constitution


Gold Cleric Amulet

Uncommon Tier III 300-400 Of the
Of the Cleric: +9 Focus +6 Constitution


Platinum Cleric Amulet

Uncommon Tier IV 400-500 Of the
Of the Cleric: +8 Constitution +12 Focus


Orichalcum Cleric Amulet

Uncommon Tier V 500-600 Of the
Of the Cleric: +10 Constitution +15 Focus


Silver Soldier Amulet

Uncommon Tier II 200-300 Of the
Of the Barbarian: +6 Strength +4 Constitution


Gold Soldier Amulet

Uncommon Tier III 300-400 Of the
Of the Barbarian: +6 Constitution +9 Strength


Platinum Soldier Amulet

Uncommon Tier IV 400-500 Of the
Of the Barbarian: +8 Constitution +12 Strength


Orichalcum Soldier Amulet

Uncommon Tier V 500-600 Of the
Of the Barbarian: +10 Constitution +15 Strength


Silver Brigand Amulet

Uncommon Tier II 200-300 Of the
Of the Brigand: +4 Constitution +6 Dexterity


Gold Brigand Amulet

Uncommon Tier III 300-400 Of the
Of the Brigand: +6 Constitution +9 Dexterity


Platinum Brigand Amulet

Uncommon Tier IV 400-500 Of the
Of the Brigand: +8 Constitution +12 Dexterity


Orichalcum Brigand Amulet

Uncommon Tier V 500-600 Of the
Of the Brigand: +10 Constitution +15 Dexterity


Silver Battlemage Amulet

Uncommon Tier II 200-300 Of the
Of the Occultist: +4 Constitution +6 Intelligence


Gold Battlemage Amulet

Uncommon Tier III 300-400 Of the
Of the Occultist: +6 Constitution +9 Intelligence


Platinum Battlemage Amulet

Uncommon Tier IV 400-500 Of the
Of the Occultist: +8 Constitution +12 Intelligence


Orichalcum Battlemage Amulet

Uncommon Tier V 500-600 Of the
Of the Occultist: +10 Constitution +15 Intelligence


Silver Monk Amulet

Uncommon Tier II 200-300 Of the
Of the Monk: +4 Focus +6 Strength


Gold Monk Amulet

Uncommon Tier III 300-400 Of the
Of the Monk: +6 Focus +9 Strength


Platinum Monk Amulet

Uncommon Tier IV 400-500 Of the
Of the Monk: +8 Focus +12 Strength


Orichalcum Monk Amulet

Uncommon Tier V 500-600 Of the
Of the Monk: +10 Focus +15 Strength


Silver Duelist Amulet

Uncommon Tier II 200-300 Of the
Of the Duelist: +4 Focus +6 Dexterity


Gold Duelist Amulet

Uncommon Tier III 300-400 Of the
Of the Duelist: +6 Focus +9 Dexterity


Platinum Duelist Amulet

Uncommon Tier IV 400-500 Of the
Of the Duelist: +8 Focus +12 Dexterity


Orichalcum Duelist Amulet

Uncommon Tier V 500-600 Of the
Of the Duelist: +10 Focus +15 Dexterity


Silver Magician Amulet

Uncommon Tier II 200-300 Of the
Of the Mage: +4 Focus +6 Intelligence


Gold Magician Amulet

Uncommon Tier III 300-400 Of the
Of the Mage: +6 Focus +9 Intelligence


Platinum Magician Amulet

Uncommon Tier IV 400-500 Of the
Of the Mage: +8 Focus +12 Intelligence


Orichalcum Magician Amulet

Uncommon Tier V 500-600 Of the
Of the Mage: +10 Focus +15 Intelligence

 




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