Pillars of Eternity Wiki
Register
Advertisement

Enchantments in Pillars of Eternity provide various types of equipment with special effects.

Overview[ | ]

Some enchantments can be added to weapons, shields and armor by crafting. Other enchantments cannot be added, and can only be found on unique items.

In general, enchantments cannot be removed from a piece of equipment. However, quality enchantments can be replaced with a better Quality enchantment.

In addition, equipment can only be enchanted up to a certain number of enchantment points (represented by the anvil symbol - Anvils). Each enchantment is worth a certain number of points, based on the approximate strength of the enchantment. All items can be modified with enchantments adding up to a maximum of 12 points in Pillars of Eternity, which is increased to 14 points if The White March - Part II is installed.

Enchantments that cost 0 Anvils do not appear in the enchanting interface (though some enchantments override this behaviour).

Every weapon in Pillars of Eternity also benefits from an innate weapon type bonus based on the weapon's type. Weapon bonuses do not cost any enchantment points.

Stacking[ | ]

Main article: Stacking

If either the PC or a companion has two or more items equipped that all provide the same type of bonus, they will only benefit from the stronger of the two bonuses. Bonuses from the other items will be suppressed.

The exception to this rule is that weapon enchantments will stack with those from other pieces of equipment.

Enchantment categories[ | ]

Enchantments can be divided into various categories based on their effects. Core "craftable" categories have an associated icon.

Mod quality Quality → varies depending on the type.
Mod white forge White Forge → varies depending on the type.
Mod attribute Attribute bonuses → bonus to attributes.
Defense bonuses → bonus to defenses.
Skill bonuses → bonus to skills.
Mod lash Lashing → bonus secondary damage of type.
Mod proofing Proofing → bonus damage reduction against a damage type.
Mod slaying Slaying → bonus accuracy and damage against a specific creature type.
Affliction defense → bonus to defense against afflictions.
Affliction immunity → immunity to one or more afflictions.
Attack resolution conversion → conversion between attack outcomes (miss, graze, hit, crit).
Class ability → bonuses to specific class talents and abilities.
Spell enchantments → casts a spell/ability when certain conditions are met.

Quality[ | ]

Quality enchantments can only be found on weapons, shields and armor. An item can only benefit from one quality enchantment at a time, but a quality enchantment can be upgraded by crafting.

  • Shield quality enchantments add bonus Deflection deflection.
  • Weapon quality enchantments add bonus Accuracy accuracy and Damage damage.
  • Armor quality enchantments add bonus Damage Reduction (DR) DR.

The order of quality enchantments is as follows:

Terrible → Normal → FineExceptionalSuperbLegendaryMythic

Accurate and Damaging are extra quality enchantments that add bonus weapon accuracy and damage respectively.

Name Effects Anvils Craftable
Accurate 1 
  • +4 Accuracy
1Yes
Accurate 2 
  • +8 Accuracy
2Yes
Damaging 1 
  • +15% Damage
1Yes
Damaging 2 
  • +30% Damage
2Yes
Exceptional (armor) 
  • +4 Damage Reduction (DR)
4Yes
Exceptional (shield)  4Yes
Exceptional (weapon) 
  • +8 Accuracy
  • +30% Damage
4Yes
Fine (armor) 
  • +2 Damage Reduction (DR)
2Yes
Fine (shield)  2Yes
Fine (weapon) 
  • +4 Accuracy
  • +15% Damage
2Yes
Legendary (armor) [WM2]
  • +8 Damage Reduction (DR)
8Yes
Legendary (shield) [WM2] 8Yes
Legendary (weapon) [WM2]
  • +15 Accuracy
  • +55% Damage
8Yes
Mythic (weapon) [WM2]
  • +18 Accuracy
  • +65% Damage
10No
Superb (armor) 
  • +6 Damage Reduction (DR)
6Yes
Superb (shield)  6Yes
Superb (weapon) 
  • +12 Accuracy
  • +45% Damage
6Yes
Terrible 
  • -8 Accuracy
  • -33% Damage
0No

White Forge[ | ]

Once the White Forge has been unlocked in Durgan's Battery during The White March - Part I expansion, Durgan Iron Ingots can be used at the forge to enchant weapons, shields or armor. Enchantments from Durgan Iron do not cost any Anvils.

Name Effects Anvils Craftable
Durgan-Refined [WM1] 0Yes
Durgan-Reinforced (armor) [WM1]
  • +15% of Incoming Crits converted to Hits
  • -15% Armor Speed penalty
0Yes
Durgan-Reinforced (shield) [WM1]
  • 10% of Ranged attacks Reflected back at attacker
  • +15% of Incoming Hits converted to Grazes
  • -15% Single-weapon Speed penalty
0Yes

Attribute bonuses[ | ]

Some enchantments provide attribute bonuses. Most of these enchantments can be added to armor by crafting.

Name Effects Anvils Craftable
Obstructing [WM2] 0No
Of Constitution 1  2Yes
Of Constitution 2  4Yes
Of Constitution 3  6No
Of Constitution 4 [WM2] 8No
Of Dexterity 1  2Yes
Of Dexterity 2  4Yes
Of Dexterity 3  6No
Of Dexterity 4 [WM2] 8No
Of Intellect -1  2No
Of Intellect 1  2Yes
Of Intellect 2  4Yes
Of Intellect 2 Endurance  3No
Of Intellect 3 [WM2] 6No
Of Intellect 4 [WM2] 8No
Of Might 1  2Yes
Of Might 2  4Yes
Of Might 3  6No
Of Might 4 [WM2] 8No
Of Perception 1  2Yes
Of Perception 2  4Yes
Of Perception 3  6No
Of Perception 4 [WM2] 8No
Of Resolve 1  2Yes
Of Resolve 2  4Yes
Of Resolve 3  6No
Of Resolve 4 [WM2] 8No
Simpleton [WM1] 4No

Defense bonuses[ | ]

Some enchantments provide bonuses to one or more defenses.These enchantments cannot be added by crafting.

Note that Amenity stacks with other defense bonuses.

Name Effects Anvils Craftable
Amenity 
  • +5 All Defenses
1No
Of Deflection 12 [WM1]
  • +12 Deflection
9No
Of Deflection 5 
  • +5 Deflection
3No
Of Deflection 9 
  • +9 Deflection
6No
Of Fortitude 12 
  • +12 Fortitude
3No
Of Fortitude 18 
  • +18 Fortitude
4No
Of Fortitude 5 
  • +5 Fortitude
1No
Of Fortitude 9 
  • +9 Fortitude
2No
Of Reflex 10 
  • +10 Reflex
2No
Of Reflex 12 [WM2]
  • +12 Reflex
3No
Of Reflex 5 
  • +5 Reflex
1No
Of Reflex 9 
  • +9 Reflex
2No
Of Will -3 
  • -3 Will
0No
Of Will 12 
  • +12 Will
3No
Of Will 5 
  • +5 Will
1No
Of Will 9 
  • +9 Will
2No
Reflex Bonus 
  • +2 Reflex
1No

Skill bonuses[ | ]

Some enchantments provide skill bonuses. These enchantments cannot be added by crafting

Name Effects Anvils Craftable
Aristocrat [WM2] 1No
Athletic  1No
Aura of Stealth  2No
Lore-Giving  1No
Mechanic  1No
Noisy  0No
Shining [WM1] 0No
Stealthy  1No
Survivor  1No

Lashing - Secondary damage[ | ]

Some weapon enchantments provide additional "Lashing" damage on each hit. Most of these enchantments can be added by crafting.

Lash damage is calculated as 25% of the damage roll (pre-DR) minus 25% of the enemy DR.

Name Effects Anvils Craftable
Burning Lash 
  • +25% Burn damage
2Yes
Corrosive Lash 
  • +25% Corrode damage
2Yes
Crushing Lash 
  • +25% Crush damage
2No
Freezing Lash 
  • +25% Freeze damage
2Yes
Piercing Lash 
  • +25% Pierce damage
2No
Raw Lash 
  • +20% Raw damage
2No
Shocking Lash 
  • +25% Shock damage
2Yes

Proofing - Damage reduction[ | ]

Some armor enchantments provide additional "Proofing" Damage Reduction Damage Reduction (DR) against a damage type. All of these enchantments can be added by crafting.

Name Effects Anvils Craftable
Burn DR Bonus 
  • +5 Damage Reduction (DR) vs Burn damage
1No
Burn-Proofed 
  • +3 Damage Reduction (DR) vs Burn damage
1Yes
Corrode DR Bonus 
  • +5 Damage Reduction (DR) vs Corrode damage
1No
Corrode-Proofed 
  • +3 Damage Reduction (DR) vs Corrode damage
1Yes
Crush-Proofed 
  • +3 Damage Reduction (DR) vs Crush damage
1Yes
Damage-Proofed 
  • +3 Damage Reduction (DR) vs CrushPierceSlash damage
2No
Freeze DR Bonus 
  • +5 Damage Reduction (DR) vs Freeze damage
1No
Freeze-Proofed 
  • +3 Damage Reduction (DR) vs Freeze damage
1Yes
Pierce DR Bonus 
  • +5 Damage Reduction (DR) vs Pierce damage
1No
Pierce-Proofed 
  • +3 Damage Reduction (DR) vs Pierce damage
1Yes
Shock DR Bonus 
  • +5 Damage Reduction (DR) vs Shock damage
1No
Shock-Proofed 
  • +3 Damage Reduction (DR) vs Shock damage
1Yes
Slash DR Bonus 
  • +5 Damage Reduction (DR) vs Slash damage
1No
Slash-Proofed 
  • +3 Damage Reduction (DR) vs Slash damage
1Yes

Slaying - Damage/accuracy against creature type[ | ]

Some weapon enchantments provide both an accuracy bonus Accuracy and additional damage Damage against certain creature types. All of these enchantments can be added by crafting.

Name Effects Anvils Craftable
Aura of the Hunt [WM2]
  • Friendly Aura (3m): +15 Accuracy against Beasts
2No
Banishing  1No
Beast Hunter [WM1] 1No
Slaying (Beast)  2Yes
Slaying (Eyeless) [WM2] 2No
Slaying (Kith)  4Yes
Slaying (Primordial)  2Yes
Slaying (Spirit)  2Yes
Slaying (Vessel)  2Yes
Slaying (Wilder)  2Yes
Spirit Bane  2No
Vessel Bane  2No

Affliction defense[ | ]

Some enchantments provide a bonus to defense against one or more afflictions. These enchantments cannot be added by crafting.

Name Effects Anvils Craftable
Airtight [WM2]
  • +20 Defenses against Poison attacks
  • +35 Defenses against Dragon Breath attacks
2No
Clarity [WM2] 2No
Defiance  1No
Fenwalkers   1No
Freedom  2No
Hardy [WM1]
  • +20 Defenses against Disease, Poison attacks
2No
Indomitable [WM1]
  • +30 Defenses against Push attacks
2No
Invigorating  1No
Loyal  2No
Purging [WM2] 1No
Shrouded [WM1] 1No
Sickening [WM1] 1No
Sturdy 
  • +30 Defenses against Prone attacks
  • +15 Defenses against Push attacks
1No

Affliction immunity[ | ]

Some enchantments provide an immunity to one or more afflictions. These enchantments cannot be added by crafting.

Note: Solitary passive ability granted by Comtessa's Gage [WM2] gives Immunity to Paralyzed.
Name Effects Anvils Craftable
Immunity: Blind [WM2] 1No
Immunity: Charm and Dominate [DP] 4No
Immunity: Confuse  3No
Immunity: Confuse and Daze  4No
Immunity: Frighten [WM2] 1No
Immunity: Stuck  2No
Immunity: Terrify [WM2] 1No
Liberating  0No
Soothing  4No

Attack resolution conversion[ | ]

Some enchantments can alter the attack resolution of either party members or enemies. These enchantments cannot be added by crafting.

Name Effects Anvils Craftable
Deceptive   1No
Lucky [WM1] 4No
Predatory  2No
Reflection 
  • Ranged Grazes reflected back at attacker
3No
Reliable  2No
Safeguarding  2No
Vigilance  2No

Class abilities[ | ]

Some enchantments can help to make class abilities stronger. These enchantments cannot be added by crafting.

Name Effects Anvils Craftable
Amplified Whip [WM2] 2No
Bonus Melee Damage from Wounds  1No
Chanter Area of Effect Bonus 
  • +20% Chant area of effect
2No
Finishing Blow Bonus  1No
Increased Constant Recovery 
  • +2 Endurance per 3.0 sec for 45.0 sec
2No
Rage Bonus  1No
Soul Whip Bonus  1No
Wildstrike Bonus 
  • +10% Wildstrike Damage for 12 sec
1No
Zealous Command Bonus  1No

Spell enchantments[ | ]

Some enchantments will cast a spell when certain conditions are met. These enchantments cannot be added by crafting. Note that although the effects are referred to as spells, they can be abilities from a variety of classes.

They can be divided into the following categories.

Spellbind[ | ]

Characters benefiting from a Spellbind enchantment are able to cast a spell a limited number of times per encounter or per rest.

Name Effects Anvils Craftable
Aura of Wreathing Flame  1No
Bravado  [WM2] 2No
Gaun's Pledge   4No
Lord's Authority  [WM2] 2No
Major Spellbind: Arcane Dampener  2No
Major Spellbind: Arduous Delay of Motion  2No
Major Spellbind: Beetle Shell [WM1] 2No
Major Spellbind: Cleansing Wind [WM2] 4No
Major Spellbind: Clear Out [WM2] 2No
Major Spellbind: Deleterious Alacrity of Motion  2No
Major Spellbind: Dimensional Shift [WM2] 2No
Major Spellbind: Dominate [WM1] 2No
Major Spellbind: Dragon's Breath [WM2] 2No
Major Spellbind: Draining Touch [WM2] 2No
Major Spellbind: Exalted Hands  2No
Major Spellbind: Fireball  2No
Major Spellbind: Healing Chain [WM2] 9No
Major Spellbind: Ironskin [WM1] 4No
Major Spellbind: Litany Against Minor Afflictions [WM2] 2No
Major Spellbind: Mind Lance  4No
Major Spellbind: Minor Arcane Reflection [WM1] 2No
Major Spellbind: Overwhelming Wave [WM1] 2No
Major Spellbind: Recall Agony  2No
Major Spellbind: Restore Moderate Endurance  3No
Major Spellbind: Revive the Fallen [WM1] 4No
Major Spellbind: Shadowing Beyond [WM1] 2No
Major Spellbind: Slow Spirits [WM1] 2No
Major Spellbind: Torrent of Flame [DP] 4No
Major Spellbind: Visage of Concelhaut [WM1] 2No
Minor Spellbind: Armor of Faith  2No
Minor Spellbind: Blessing [WM2] 2No
Minor Spellbind: Blessing of the Forgotten [WM1] 1No
Minor Spellbind: Blizzard  4No
Minor Spellbind: Bulwark Against The Elements [WM1] 4No
Minor Spellbind: Combusting Wounds  4No
Minor Spellbind: Corrosive Cloud  4No
Minor Spellbind: Crackling Bolt [WM1] 4No
Minor Spellbind: Dancing Bolts [WM1] 1No
Minor Spellbind: Escape [WM2] 2No
Minor Spellbind: Fireball [WM1] 1No
Minor Spellbind: Firebrand  4No
Minor Spellbind: Holy Power  4No
Minor Spellbind: Jolting Touch  2No
Minor Spellbind: Knock Down  4No
Minor Spellbind: Minoletta's Minor Missiles  2No
Minor Spellbind: Mirrored Image  4No
Minor Spellbind: Nature's Vigor [WM1] 1No
Minor Spellbind: Prayer Against Treachery [WM1] 1No
Minor Spellbind: Restore Light Endurance  4No
Minor Spellbind: Restore Minor Endurance  4No
Minor Spellbind: Smoke Cloud [WM2] 2No
Minor Spellbind: Spreading Plague  4No
Minor Spellbind: Sunbeam  2No
Minor Spellbind: Suppress Affliction  2No
Minor Spellbind: Touch of Rot  4No
Minor Spellbind: Vile Thorns [WM1] 1No
Minor Spellbind: Watchful Presence [WM1] 1No
Minor Spellbind: Whisper of Treason  2No
Minor Spellbind: Wild Sprint [WM2] 2No
Minor Spellbind: Winter Wind  2No
Minor Spellbind: Withdraw  2No
Spellbind: Abydon's Labor [WM2] 4No
Spellbind: Concelhaut's Corrosive Siphon [WM1] 2No
Spellbind: Dominate [WM1] 2No
Spellbind: Gréf's Authority  4No
Spellbind: Infestation of Maggots [WM1] 1No
Spellbind: Purge of Toxins [WM1] 1No
Spellbind: Ring of the Ancient Forge [WM2] 4No
Spellbind: Swap Endurance  2No
Summon Noble Creature   2No

Charged Spellbind[ | ]

Characters benefiting from a Charged Spellbind enchantment are able to cast a spell a limited number of times throughout the game.

Name Effects Anvils Craftable
Charged Spellbind: Calling the World's Maw  2No
Charged Spellbind: Essential Phantom  2No
Charged Spellbind: Ethereal Cloak  2No
Charged Spellbind: Garden of Life  ?No
Charged Spellbind: My Son, Do You See your Sisters Across the Moor?  2No
Charged Spellbind: Nature's Terror  2No
Charged Spellbind: Pillar of Faith  2No
Charged Spellbind: Prayer Against Fear  2No
Charged Spellbind: Returning Storm  2No
Charged Spellbind: Rot Skulls  2No
Charged Spellbind: Slicken  2No
Charged Spellbind: So Singt thy Biting Winds o' Eld Nary  2No
Charged Spellbind: The Thunder Rolled like Waves on Black Seas  2No
Charged Spellbind: Twin Stones  2No
Curse of the Mênpŵgra [WM2] 4No

Spell Striking[ | ]

Characters benefiting from a Spell Striking enchantment will cast a spell upon landing a critical hit. Most spell striking enchantments limit this to one (the first) critical hit made per encounter.

Name Effects Anvils Craftable
Spell Striking: Abydon's Power [WM2] 4No
Spell Striking: Confuse [WM1] 4No
Spell Striking: Destroy Eyeless [WM2] 4No
Spell Striking: Jolting Touch  3No
Spell Striking: Minoletta's Minor Missiles  3No
Spell Striking: Nature's Mark [WM1] 3No
Spell Striking: Thrust of Tattered Veils [WM1] 4No
Spell Striking: Touch of Rot  3No

Spell Holding[ | ]

Characters benefiting from a Spell Holding enchantment will cast a spell on the first critical hit they receive per encounter.

Name Effects Anvils Craftable
Spell Holding: Confusion [DP] 4No
Spell Holding: Consecrated Ground  4No
Spell Holding: Flame Shield [DP] 4No
Spell Holding: Frenzy  4No
Spell Holding: Invisibility [WM1] 2No
Spell Holding: Llengrath's Displaced Image  6No
Spell Holding: Mirrored Image [WM1] 2No
Spell Holding: Nature's Trek  4No
Spell Holding: Overwhelming Wave  4No
Spell Holding: Ray of Pain [WM1] 4No
Spell Holding: Warding Seal [WM1] 2No
Spell Holding: Woodskin  4No

Spellchance[ | ]

Characters benefiting from a Spellchance enchantment have a chance to cast a spell on each hit or critical hit they make.

Name Effects Anvils Craftable
Flash Shot [WM2]
  • Grants Blind (2.0 sec, +10 Accuracy vs. Reflex, AoE: Length: 4.0m 60° Cone) on Hits or Crits
2No
Spellchance: Barbs of Condemnation [WM1] 9No
Spellchance: Blind [WM1] 9No
Spellchance: Calling the World's Maw [WM1] 3No
Spellchance: Charm [DP] 4No
Spellchance: Combusting Wounds [WM1] 6No
Spellchance: Conjure Lesser Blight [WM1] 3No
Spellchance: Dazing [WM1]
  • 10% chance to cast Dazing (Dazed for 10.0 sec, +10 Accuracy vs. Fortitude) on Hits or Crits
6No
Spellchance: Despondent Blows [WM1] 6No
Spellchance: Destroys Spirits  6No
Spellchance: Destroys Vessels [WM1] 6No
Spellchance: Divine Mark [WM1] 2No
Spellchance: Dominate  9No
Spellchance: Expose Vulnerabilities [WM1] 6No
Spellchance: Finishing Blow [WM1] 9No
Spellchance: Firebug [WM2] 9No
Spellchance: Flames of Devotion [WM2] 4No
Spellchance: Hobble [DP] 4No
Spellchance: Invoke Vessels [WM1] 3No
Spellchance: Nature's Mark [WM1] 6No
Spellchance: Overwhelming Wave [DP] 6No
Spellchance: Paralyze [WM1] 9No
Spellchance: Petrify [WM1] 9No
Spellchance: Pillar of Faith [WM1] 9No
Spellchance: Plague of Insects [WM2] 9No
Spellchance: Prone [DP] 4No
Spellchance: Restore Spiritshift  9No
Spellchance: Returning Storm [WM1] 6No
Spellchance: Soul Shock [WM1] 6No
Spellchance: Spell Steal [WM2] 4No
Spellchance: Stun [DP]
  • 15% chance to cast Stun (6.0 sec, +15 Accuracy vs. Fortitude) on Hit or Crit
4No
Spellchance: Sunlance [WM2] 9No
Spellchance: Taste of the Hunt [WM2] 3No
Spellchance: The Thunder Rolled [WM1] 6No
Spellchance: Twin Stones [WM1] 3No
Spellchance: Weaken [DP] 4No

Spelldefense[ | ]

Characters benefiting from a Spelldefense enchantment have a chance to cast a spell on each hit or critical hit they receive.

Name Effects Anvils Craftable
Spelldefense: Disciplined Barrage [WM2] 4No
Spelldefense: Eyestrike [WM2] 2No
Spelldefense: Holy Meditation  2No
Spelldefense: Restore Major Endurance [WM2] 4No
Spelldefense: Vigorous Defense [WM2] 4No

Spellslaying[ | ]

Characters benefiting from a Spellslaying enchantment will cast a spell every time they kill an enemy.

Name Effects Anvils Craftable
Bloodthirst [WM1]
  • +3 Might for +20 sec per kill
  • +5 Damage Reduction (DR) (Corrode, Burn, Freeze, Shock) for +20 sec per kill
  • -5 Deflection for +20 sec per kill
4No
Spellslaying: Acceptance  1No
Spellslaying: Anger  1No
Spellslaying: Bargaining  1No
Spellslaying: Champion's Boon [WM2] 4No
Spellslaying: Denial 
  • Grants Denial (User: +5 All Defenses for 20 sec) on kill
1No
Spellslaying: Depression  0No
Spellslaying: Frighten [WM2] 9No
Spellslaying: Merciless Gaze [WM2] 9No

Spellstamina[ | ]

Characters benefiting from a Spellstamina enchantment will cast a spell the first time per encounter that their endurance drops below a certain percentage.

Name Effects Anvils Craftable
Final Rites  1No
Guardian Spirit  [WM1] 4No
Second Chance   1No
Spellstamina: Dire Blessing [WM2] 2No
Spellstamina: Fear Aura [WM2] 2No
Spellstamina: Instill Doubt [WM2] 2No
Spellstamina: Savage Defiance [WM2] 2No
Spellstamina: Triumph of the Crusaders [WM2] 2No
Spellstamina: Unbending [WM2] 2No
Spellstamina: Wicked Briars [WM2] 2No

Other effects[ | ]

Enchantments found on unique items can provide a variety of other effects.

Name Effects Anvils Craftable
Accurate 3 
  • +12 Accuracy
  • +15% Damage
3No
Accurate 4 
  • +15 Accuracy
  • +15% Damage
4No
Accurate 6 
  • +21 Accuracy
  • +30% Damage
4No
Accurate Armor 1 
  • +3 Accuracy
1No
Accurate Armor 2 
  • +5 Accuracy
2No
Adamant [WM2]
  • +15% armor Damage Reduction (DR) when Endurance below 26%
0No
Ambushing [WM1] 1No
Annihilation 
  • +0.5 to Crit damage multiplier
2No
Attack and Reload 1 [DP] 4No
Attack and Reload 2 [DP] 4No
Bashing 1 
  • Attacks with shield for 6-9 Crush damage
1No
Bashing 2 
  • Attacks with shield for 8-12 Crush damage
2No
Bashing 3 [WM2]
  • Attacks with shield for 10-15 Crush damage
3No
Bashing 4 [WM2]
  • Attacks with shield for 13-18 Crush damage
4No
Binding 
  • Characters hitting Self: Stuck for 3 seconds
1No
Bonus Ranged Damage 
  • +10% ranged Damage
3No
Break Out  1No
Burden  [WM2] 0No
Carouse [WM2] 2No
Coordinating 
  • +4 Accuracy when attacking same target as an ally
  • +25% Damage when attacking same target as an ally
2No
Corrosion Regen [WM2]
  • 20% of Damage taken converted to Healing Over Time
1No
Coup de Grace [WM2]
  • +20 Endurance per kill
  • +5 Melee Accuracy for 5 sec when missed by an attack
4No
Cumbersome [WM1] 0No
Cursed [WM1]
  • Cannot be unequipped
0No
Damaging 3 
  • +45% Damage
  • +4 Accuracy
3No
Dazzling 
  • Character hit by self: Dazed for 6.0 seconds
  • Characters hitting Self: Dazed for 6.0 seconds
2No
Dead Man Stands   1No
Decrease Critical Hit Damage 
  • -27% Crit damage taken
1No
Defiant  
  • +50% armor Damage Reduction (DR) when under 25% Health
1No
Desiccating [WM2] 2No
Disengagement Defense Bonus  1No
Disorienting 
  • Inflicts -5 All Defenses for 5 seconds on Hits
2No
Draining 
  • 20% of Damage restored as Endurance
2No
Dying Boar 
  • +5 Endurance regeneration per 3 sec while Endurance below 33%
  • +12 Will while Endurance below 33%
5No
Echo of the Maker  [WM2] 2No
Eternal Funding  2No
False Life 
  • +25 Max Endurance
  • -25 Max Health
0No
Fast Draw [WM1] 4No
Guarding  2No
Harbinger   2No
Healing Bonus 
  • +25% Healing received
2No
Heavy [WM2]
  • +5% armor Speed penalty
0No
Herald 
  • Friendly Aura (3m): +5 All Defenses
2No
Immune Boost 
  • -50% Disease effect tick rate
  • -50% Poison effect tick rate
1No
Inaccurate [WM2] 1No
Interfering 
  • Inflicts -5 Accuracy for 5 seconds on Hits
2No
Intimidating [WM2] 6No
Irritating 
  • Characters hitting Self: Sickened for 4.0 sec
1No
Juggernaut [WM2] 3No
Major Max Endurance Bonus 
  • +30 Max Endurance
2No
Major Reflection [WM1]
  • 10% of ranged attacks reflected back at attacker
3No
Marking 
  • +10 Accuracy granted to an ally attacking the same target
2No
Martyr   1No
Max Endurance Bonus 
  • +15 Max Endurance
1No
Melee Damage Bonus 10 
  • +10% Melee Damage
3No
Melee Damage Bonus 5 
  • +5% Melee Damage
1No
Mending 
  • +15% Healing done
0No
Movement Rate Bonus  1No
Necklace of Fireballs   1No
Observant [WM1]
  • +2 enemies needed to Flank
4No
Of Concentration -5  0No
Of Concentration 10  1No
Of Concentration 20 [WM2] 1No
Of Concentration 25  1No
Of Crit Multiplier Bonus 
  • +0.1 to Crit damage multiplier
2No
Outmaneuvering [WM2] 2No
Overbearing  2No
Overseeing  1No
Persecuting [WM2] 1No
Precision  [WM1]
  • +3 Damage Reduction (DR) bypass
4No
Preservation  1No
Prone Reduction  1No
Quickness  4No
Ranged Deflection Bonus 
  • +10 Deflection against ranged attacks
1No
Reflecting [WM1]
  • 10% of ranged attacks reflected back at attacker
4No
Regeneration 
  • +1 Endurance per 3.0 sec
1No
Rending 
  • +3 Damage Reduction (DR) bypass
2No
Restore Freeze Damage  1No
Retaliation 
  • Characters hitting Self: 6-10 Pierce Damage vs. Deflection
1No
Ring of Wizardry 1  1No
Ring of Wizardry 2  1No
Rotting 
  • Foe AoE (1.25m Radius): 52.0 Corrode Damage over 10.0 sec (+10 Accuracy vs. Reflex)
0No
Seal of Faith  
  • +1 1st, 2nd, and 3rd-level Spell uses
3No
Sly [WM1] 4No
Sneak Attack Bonus  1No
Solitary  [WM2] 2No
Speed 1  2No
Speed 20  3No
Speed 3  2No
Spell Damage Multiplier 
  • +10% spell damage multiplier
3No
Spell Defense Bonus  1No
Stalker  [WM1] 4No
Stalker's Link Bonus  1No
Stunning  3No
Superior Interruption 1  0No
Superior Interruption 2  0No
Tenacity [WM1]
  • +5 Accuracy when below 50% Endurance
2No
Time Siphon [WM1]
  • Steal 5 seconds duration from each beneficial effect on the target
  • Steal 15% of Attack Speed for 10 seconds on Hits
1No
Unarmed Strike [WM1] 4No
Unconquerable  3No
Valiant 
  • +10 Accuracy when below 50% Endurance
  • +20% Damage while Endurance below 50%
2No
Venom [WM2] 2No
Vicious  2No
Wary 
  • +1 enemies needed to become Flanked
1No
Weapon bonus: Accurate 
  • +5 Accuracy
0No
Weapon bonus: Best attack 
  • Uses most efficient damage type
?No
Weapon bonus: Burning lash 
  • +10% Burn damage
?No
Weapon bonus: Citzal's Spirit Lance AoE 
  • Foe AoE: 19-30 Crush, Accuracy (+10) vs. Reflex
?No
Weapon bonus: Crushing lash 
  • +10% Crush damage
?No
Weapon bonus: Deflection 
  • +5 Deflection
?No
Weapon bonus: DR bypass 3 
  • +3 Damage Reduction (DR) bypass
?No
Weapon bonus: DR bypass 4 
  • +4 Damage Reduction (DR) bypass
?No
Weapon bonus: DR bypass 5 
  • +5 Damage Reduction (DR) bypass
?No
Weapon bonus: DR bypass 6 
  • +6 Damage Reduction (DR) bypass
?No
Weapon bonus: Increased crit damage 
  • +0.5 tp Crit Damage multiplier
?No
Weapon bonus: Increased reach 
  • +1.75 weapon reach
?No
Weapon bonus: Interrupt  ?No
Weapon bonus: Overbearing  ?No
Weapon bonus: Paralyzed 
  • If successful: Paralyzed for 5 seconds (Accuracy vs Fortitude)
?No
Weapon bonus: Reaping [WM2]
  • Grants 30% of Damage dealt as Focus to Caster.
?No
Weapon bonus: Reduced crit damage 
  • -0.25 Crit Damage multiplier
?No
Weapon bonus: Reliable  ?No
Weapon bonus: Sharp 
  • +20% Damage
?No
Weapon bonus: Shock DR reduction [WM1]
  • If successful: -6 Damage Reduction (DR) vs Shock for 8 seconds
?No
Wounding 
  • 25% Damage inflicted over time (5 seconds)
2No
Wounding (Druid Boar Tusks) 
  • 20% Damage inflicted over time (5 seconds)
1No
Zephyr  [WM2] 2No


Advertisement