Legendary Explorer's Armor (T3)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Explorer's Armor (T2)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Legendary Adventurer's Armor (T3)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Adventurer's Jacket (T2)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Game Master's Doublet (T3)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Novice's Soldier Armor (T2)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Journeyman's Soldier Armor (T3)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Adept's Soldier Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Expert's Soldier Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Master's Soldier Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Grandmaster's Soldier Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Elder's Soldier Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Fury

Once unleashed, you get a 0.07 damage bonus and a 0.07 Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. Energy Cost: 11 Cast time: instant Range: self Cooldown: 30



Adept's Knight Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40



Expert's Knight Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40



Master's Knight Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40



Grandmaster's Knight Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40



Elder's Knight Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40



Adept's Guardian Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Enfeeble Aura

Creates a 7 aura around you that lasts for 5 seconds. All enemies inside it will do -0.60 less damage, and be slowed by -0.15. The aura also reveals invisible enemies. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30



Expert's Guardian Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Enfeeble Aura

Creates a 7 aura around you that lasts for 5 seconds. All enemies inside it will do -0.60 less damage, and be slowed by -0.15. The aura also reveals invisible enemies. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30



Master's Guardian Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Enfeeble Aura

Creates a 7 aura around you that lasts for 5 seconds. All enemies inside it will do -0.60 less damage, and be slowed by -0.15. The aura also reveals invisible enemies. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30



Grandmaster's Guardian Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Enfeeble Aura

Creates a 7 aura around you that lasts for 5 seconds. All enemies inside it will do -0.60 less damage, and be slowed by -0.15. The aura also reveals invisible enemies. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30



Elder's Guardian Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Enfeeble Aura

Creates a 7 aura around you that lasts for 5 seconds. All enemies inside it will do -0.60 less damage, and be slowed by -0.15. The aura also reveals invisible enemies. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30



Adept's Graveguard Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Soul Chain

Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. Energy Cost: 11 Cast time: instant Range: 2 Cooldown: 40



Expert's Graveguard Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Soul Chain

Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. Energy Cost: 11 Cast time: instant Range: 2 Cooldown: 40



Master's Graveguard Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Soul Chain

Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. Energy Cost: 11 Cast time: instant Range: 2 Cooldown: 40



Grandmaster's Graveguard Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Soul Chain

Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. Energy Cost: 11 Cast time: instant Range: 2 Cooldown: 40



Elder's Graveguard Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Soul Chain

Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. Energy Cost: 11 Cast time: instant Range: 2 Cooldown: 40



Adept's Demon Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Protection of the Fiends

While channeling, you and allies in a null radius reflect null of incoming damage. Your resistances are decreased by null, while your allies' resistances are increased by null. The channel lasts up to 6s and can't be interrupted by enemies. Energy Cost: 12 Cast time: moving channel Range: 15 Cooldown: 40



Expert's Demon Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Protection of the Fiends

While channeling, you and allies in a null radius reflect null of incoming damage. Your resistances are decreased by null, while your allies' resistances are increased by null. The channel lasts up to 6s and can't be interrupted by enemies. Energy Cost: 12 Cast time: moving channel Range: 15 Cooldown: 40



Master's Demon Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Protection of the Fiends

While channeling, you and allies in a null radius reflect null of incoming damage. Your resistances are decreased by null, while your allies' resistances are increased by null. The channel lasts up to 6s and can't be interrupted by enemies. Energy Cost: 12 Cast time: moving channel Range: 15 Cooldown: 40



Grandmaster's Demon Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Protection of the Fiends

While channeling, you and allies in a null radius reflect null of incoming damage. Your resistances are decreased by null, while your allies' resistances are increased by null. The channel lasts up to 6s and can't be interrupted by enemies. Energy Cost: 12 Cast time: moving channel Range: 15 Cooldown: 40



Elder's Demon Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Protection of the Fiends

While channeling, you and allies in a null radius reflect null of incoming damage. Your resistances are decreased by null, while your allies' resistances are increased by null. The channel lasts up to 6s and can't be interrupted by enemies. Energy Cost: 12 Cast time: moving channel Range: 15 Cooldown: 40



Adept's Judicator Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Force Shield

Creates a Force Shield on the ground. It increases resistances by 0.35 and healing received by 0.30 for up to 10 allies. The shield has a 7m radius and lasts for 8s. Energy Cost: 8 Cast time: instant Range: self Cooldown: 50



Expert's Judicator Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Force Shield

Creates a Force Shield on the ground. It increases resistances by 0.35 and healing received by 0.30 for up to 10 allies. The shield has a 7m radius and lasts for 8s. Energy Cost: 8 Cast time: instant Range: self Cooldown: 50



Master's Judicator Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Force Shield

Creates a Force Shield on the ground. It increases resistances by 0.35 and healing received by 0.30 for up to 10 allies. The shield has a 7m radius and lasts for 8s. Energy Cost: 8 Cast time: instant Range: self Cooldown: 50



Grandmaster's Judicator Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Force Shield

Creates a Force Shield on the ground. It increases resistances by 0.35 and healing received by 0.30 for up to 10 allies. The shield has a 7m radius and lasts for 8s. Energy Cost: 8 Cast time: instant Range: self Cooldown: 50



Elder's Judicator Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Force Shield

Creates a Force Shield on the ground. It increases resistances by 0.35 and healing received by 0.30 for up to 10 allies. The shield has a 7m radius and lasts for 8s. Energy Cost: 8 Cast time: instant Range: self Cooldown: 50



Beginner's Mercenary Jacket (T1)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30



Novice's Mercenary Jacket (T2)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.



Journeyman's Mercenary Jacket (T3)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Adept's Mercenary Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Expert's Mercenary Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Mercenary Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Mercenary Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Mercenary Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Bloodlust

Everytime you damage an enemy you heal yourself for 26.00. Lasts for the lower of 8s or 15 hits. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Adept's Hunter Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Haste

Increases normal attack speed by 0.6, and damage by 0.1, for 8. Energy Cost: 9 Cast time: instant Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Expert's Hunter Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Haste

Increases normal attack speed by 0.6, and damage by 0.1, for 8. Energy Cost: 9 Cast time: instant Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Hunter Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Haste

Increases normal attack speed by 0.6, and damage by 0.1, for 8. Energy Cost: 9 Cast time: instant Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Hunter Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Haste

Increases normal attack speed by 0.6, and damage by 0.1, for 8. Energy Cost: 9 Cast time: instant Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Hunter Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Haste

Increases normal attack speed by 0.6, and damage by 0.1, for 8. Energy Cost: 9 Cast time: instant Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Adept's Assassin Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.



Expert's Assassin Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Assassin Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Assassin Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Assassin Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Adept's Stalker Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Electric Field

Unleashes an electric field around you, dealing -26.70 damage twice per second to every enemy around you. The field lasts for 8s. Energy Cost: 10 Cast time: instant Range: 6 Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Expert's Stalker Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Electric Field

Unleashes an electric field around you, dealing -26.70 damage twice per second to every enemy around you. The field lasts for 8s. Energy Cost: 10 Cast time: instant Range: 6 Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Stalker Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Electric Field

Unleashes an electric field around you, dealing -26.70 damage twice per second to every enemy around you. The field lasts for 8s. Energy Cost: 10 Cast time: instant Range: 6 Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Stalker Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Electric Field

Unleashes an electric field around you, dealing -26.70 damage twice per second to every enemy around you. The field lasts for 8s. Energy Cost: 10 Cast time: instant Range: 6 Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Stalker Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Electric Field

Unleashes an electric field around you, dealing -26.70 damage twice per second to every enemy around you. The field lasts for 8s. Energy Cost: 10 Cast time: instant Range: 6 Cooldown: 60

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Adept's Hellion Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Life Steal Aura

A 7 radius life-stealing aura surrounds you for 10 s. Enemies inside the aura receive -16.85 damage per second. The less health you have the more it will heal you. Minimum 7.02 per tick Maximum 23.09 per tick Energy Cost: 9 Cast time: instant Range: self Cooldown: 45

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Expert's Hellion Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Life Steal Aura

A 7 radius life-stealing aura surrounds you for 10 s. Enemies inside the aura receive -16.85 damage per second. The less health you have the more it will heal you. Minimum 7.02 per tick Maximum 23.09 per tick Energy Cost: 9 Cast time: instant Range: self Cooldown: 45

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Hellion Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Life Steal Aura

A 7 radius life-stealing aura surrounds you for 10 s. Enemies inside the aura receive -16.85 damage per second. The less health you have the more it will heal you. Minimum 7.02 per tick Maximum 23.09 per tick Energy Cost: 9 Cast time: instant Range: self Cooldown: 45

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Hellion Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Life Steal Aura

A 7 radius life-stealing aura surrounds you for 10 s. Enemies inside the aura receive -16.85 damage per second. The less health you have the more it will heal you. Minimum 7.02 per tick Maximum 23.09 per tick Energy Cost: 9 Cast time: instant Range: self Cooldown: 45

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Hellion Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Life Steal Aura

A 7 radius life-stealing aura surrounds you for 10 s. Enemies inside the aura receive -16.85 damage per second. The less health you have the more it will heal you. Minimum 7.02 per tick Maximum 23.09 per tick Energy Cost: 9 Cast time: instant Range: self Cooldown: 45

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Adept's Specter Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Self Ignition

Damages yourself and enemies around you in a 6 radius. While active it also reduces your healing received by -0.50. To yourself: Deals -50 true damage every 0.5s. To enemy players: Deals -50 true damage every 0.5s. To enemy creatures: Deals -43.88 damage every 0.5s. Energy Cost: 0 Cast time: Toggle Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Expert's Specter Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Self Ignition

Damages yourself and enemies around you in a 6 radius. While active it also reduces your healing received by -0.50. To yourself: Deals -50 true damage every 0.5s. To enemy players: Deals -50 true damage every 0.5s. To enemy creatures: Deals -43.88 damage every 0.5s. Energy Cost: 0 Cast time: Toggle Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Specter Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Self Ignition

Damages yourself and enemies around you in a 6 radius. While active it also reduces your healing received by -0.50. To yourself: Deals -50 true damage every 0.5s. To enemy players: Deals -50 true damage every 0.5s. To enemy creatures: Deals -43.88 damage every 0.5s. Energy Cost: 0 Cast time: Toggle Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Specter Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Self Ignition

Damages yourself and enemies around you in a 6 radius. While active it also reduces your healing received by -0.50. To yourself: Deals -50 true damage every 0.5s. To enemy players: Deals -50 true damage every 0.5s. To enemy creatures: Deals -43.88 damage every 0.5s. Energy Cost: 0 Cast time: Toggle Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Specter Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Self Ignition

Damages yourself and enemies around you in a 6 radius. While active it also reduces your healing received by -0.50. To yourself: Deals -50 true damage every 0.5s. To enemy players: Deals -50 true damage every 0.5s. To enemy creatures: Deals -43.88 damage every 0.5s. Energy Cost: 0 Cast time: Toggle Range: self Cooldown: 30

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Novice's Scholar Robe (T2)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.



Journeyman's Scholar Robe (T3)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.



Adept's Scholar Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Speed Caster

Doubles your cast speed and decreases energy cost by 0.7 for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 40

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.



Expert's Scholar Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Speed Caster

Doubles your cast speed and decreases energy cost by 0.7 for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 40

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Scholar Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Speed Caster

Doubles your cast speed and decreases energy cost by 0.7 for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 40

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Scholar Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Speed Caster

Doubles your cast speed and decreases energy cost by 0.7 for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 40

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Scholar Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Speed Caster

Doubles your cast speed and decreases energy cost by 0.7 for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 40

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Cleric Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Everlasting Spirit

If you get damaged within the next null, you become invulnerable and your damage and heal power is increased by 0.3 for 3. Energy Cost: 15 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.



Expert's Cleric Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Everlasting Spirit

If you get damaged within the next null, you become invulnerable and your damage and heal power is increased by 0.3 for 3. Energy Cost: 15 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Cleric Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Everlasting Spirit

If you get damaged within the next null, you become invulnerable and your damage and heal power is increased by 0.3 for 3. Energy Cost: 15 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Cleric Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Everlasting Spirit

If you get damaged within the next null, you become invulnerable and your damage and heal power is increased by 0.3 for 3. Energy Cost: 15 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Cleric Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Everlasting Spirit

If you get damaged within the next null, you become invulnerable and your damage and heal power is increased by 0.3 for 3. Energy Cost: 15 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Mage Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Purging Shield

Creates a purging shield on you. Increases your resistances by 0.24 for 6. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects) Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.



Expert's Mage Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Purging Shield

Creates a purging shield on you. Increases your resistances by 0.24 for 6. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects) Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Mage Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Purging Shield

Creates a purging shield on you. Increases your resistances by 0.24 for 6. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects) Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Mage Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Purging Shield

Creates a purging shield on you. Increases your resistances by 0.24 for 6. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects) Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Mage Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Purging Shield

Creates a purging shield on you. Increases your resistances by 0.24 for 6. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects) Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Druid Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Obsessive Burst

Increases your damage and heal power by 0.07 for 10. During this time, each time you activate an ability, this effect is multiplied. (Stacks up to 8 times.) Energy Cost: 10 Cast Time: 0 Range: Self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Expert's Druid Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Obsessive Burst

Increases your damage and heal power by 0.07 for 10. During this time, each time you activate an ability, this effect is multiplied. (Stacks up to 8 times.) Energy Cost: 10 Cast Time: 0 Range: Self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Druid Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Obsessive Burst

Increases your damage and heal power by 0.07 for 10. During this time, each time you activate an ability, this effect is multiplied. (Stacks up to 8 times.) Energy Cost: 10 Cast Time: 0 Range: Self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Druid Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Obsessive Burst

Increases your damage and heal power by 0.07 for 10. During this time, each time you activate an ability, this effect is multiplied. (Stacks up to 8 times.) Energy Cost: 10 Cast Time: 0 Range: Self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Druid Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Obsessive Burst

Increases your damage and heal power by 0.07 for 10. During this time, each time you activate an ability, this effect is multiplied. (Stacks up to 8 times.) Energy Cost: 10 Cast Time: 0 Range: Self Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Fiend Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Fear Aura

A fiendish 4 radius aura surrounds you for 4s. Enemies entering it will run away in fear. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 30

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Expert's Fiend Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Fear Aura

A fiendish 4 radius aura surrounds you for 4s. Enemies entering it will run away in fear. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 30

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Fiend Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Fear Aura

A fiendish 4 radius aura surrounds you for 4s. Enemies entering it will run away in fear. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 30

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Fiend Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Fear Aura

A fiendish 4 radius aura surrounds you for 4s. Enemies entering it will run away in fear. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 30

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Fiend Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Fear Aura

A fiendish 4 radius aura surrounds you for 4s. Enemies entering it will run away in fear. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 30

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Cultist Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Levitate

Start floating above the ground for up to 5s. During this time you are immune to physical damage, and restore 0.04 energy and health every 0.5s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 45

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Expert's Cultist Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Levitate

Start floating above the ground for up to 5s. During this time you are immune to physical damage, and restore 0.04 energy and health every 0.5s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 45

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Cultist Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Levitate

Start floating above the ground for up to 5s. During this time you are immune to physical damage, and restore 0.04 energy and health every 0.5s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 45

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Cultist Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Levitate

Start floating above the ground for up to 5s. During this time you are immune to physical damage, and restore 0.04 energy and health every 0.5s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 45

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Cultist Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Levitate

Start floating above the ground for up to 5s. During this time you are immune to physical damage, and restore 0.04 energy and health every 0.5s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 45

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Royal Robe (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Magic Rune

Places a magic rune under your feet, which strengthens the magic abilities of you and your allies as long as you stand on it. The rune will increase cast speed by 0.1 and magic attack and heal power by 0.05 per second. (Stacks up to 6 times) Energy Cost: 8 Cast time: instant Range: 0 Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Expert's Royal Robe (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Magic Rune

Places a magic rune under your feet, which strengthens the magic abilities of you and your allies as long as you stand on it. The rune will increase cast speed by 0.1 and magic attack and heal power by 0.05 per second. (Stacks up to 6 times) Energy Cost: 8 Cast time: instant Range: 0 Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Master's Royal Robe (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Magic Rune

Places a magic rune under your feet, which strengthens the magic abilities of you and your allies as long as you stand on it. The rune will increase cast speed by 0.1 and magic attack and heal power by 0.05 per second. (Stacks up to 6 times) Energy Cost: 8 Cast time: instant Range: 0 Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Grandmaster's Royal Robe (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Magic Rune

Places a magic rune under your feet, which strengthens the magic abilities of you and your allies as long as you stand on it. The rune will increase cast speed by 0.1 and magic attack and heal power by 0.05 per second. (Stacks up to 6 times) Energy Cost: 8 Cast time: instant Range: 0 Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Elder's Royal Robe (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Frost Shield

Increases your Armor and Magic Resist by 0.3 for 8. Enemies that attack you are slowed by null for null. 10% of incoming damage (before Armor/Magic Resist) is reflected back to its source. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Magic Rune

Places a magic rune under your feet, which strengthens the magic abilities of you and your allies as long as you stand on it. The rune will increase cast speed by 0.1 and magic attack and heal power by 0.05 per second. (Stacks up to 6 times) Energy Cost: 8 Cast time: instant Range: 0 Cooldown: 60

Aggression

Increases your damage and heal power by 0.08.

Swift Mind

Increases cast speed by 0.1.

Efficiency

0.08 reduced energy cost.



Adept's Royal Jacket (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Royal Banner

Carry the royal banner, boosting battle morale. Cooldown modifier is reduced by 0.50 and normal attack speed is increased by 0.30 for 8 s for you and up to 5 allies in a 5 radius. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 50

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Expert's Royal Jacket (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Royal Banner

Carry the royal banner, boosting battle morale. Cooldown modifier is reduced by 0.50 and normal attack speed is increased by 0.30 for 8 s for you and up to 5 allies in a 5 radius. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 50

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Master's Royal Jacket (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Royal Banner

Carry the royal banner, boosting battle morale. Cooldown modifier is reduced by 0.50 and normal attack speed is increased by 0.30 for 8 s for you and up to 5 allies in a 5 radius. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 50

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Grandmaster's Royal Jacket (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Royal Banner

Carry the royal banner, boosting battle morale. Cooldown modifier is reduced by 0.50 and normal attack speed is increased by 0.30 for 8 s for you and up to 5 allies in a 5 radius. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 50

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Elder's Royal Jacket (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Inferno Shield

Covers the caster with a flaming shield, increasing resistances by 0.25, and reflecting 0.3 of incoming damage (before Armor/Magic Resist) back to the attacker, for 8. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60

Royal Banner

Carry the royal banner, boosting battle morale. Cooldown modifier is reduced by 0.50 and normal attack speed is increased by 0.30 for 8 s for you and up to 5 allies in a 5 radius. Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 50

Balanced Mind

Increases your damage and heal power by 0.04, and incoming damage is reduced by 0.02.

Swiftness

Attack speed increased by 0.12.

Quick Thinker

All cooldown times reduced by 0.05



Adept's Royal Armor (T4)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Energy Drain

A 6 radius energy-draining aura surrounds you for 8s. You and up to 5 allies will steal -3.60 energy per second from each enemy inside the aura. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60



Expert's Royal Armor (T5)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Energy Drain

A 6 radius energy-draining aura surrounds you for 8s. You and up to 5 allies will steal -3.60 energy per second from each enemy inside the aura. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60



Master's Royal Armor (T6)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Energy Drain

A 6 radius energy-draining aura surrounds you for 8s. You and up to 5 allies will steal -3.60 energy per second from each enemy inside the aura. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60



Grandmaster's Royal Armor (T7)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Energy Drain

A 6 radius energy-draining aura surrounds you for 8s. You and up to 5 allies will steal -3.60 energy per second from each enemy inside the aura. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60



Elder's Royal Armor (T8)

Slot: 1
Toughness

Incoming damage is reduced by 0.05

Authority

0.1 increased CC duration.

Tenacity

Increases your resistance to movement-impairing effects by 0.1.

Slot: 2
Spirit Crush

Normal attacks apply a debuff on mobs, which reduces max health by -0.12. (This effect cannot be stacked, and has no effect against players.)

Protective Instinct

Increases Threat Generation by null

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Taunt

Taunts your enemy, as well as increasing the chance that nearby mobs will attack you. Taunting will also reduce the target's damage by -0.10 for 3. Energy Cost: 9 Cast time: instant Range: 11 Cooldown: 10

Energy Drain

A 6 radius energy-draining aura surrounds you for 8s. You and up to 5 allies will steal -3.60 energy per second from each enemy inside the aura. Energy Cost: 10 Cast time: instant Range: self Cooldown: 60



Adept's Harvester Garb (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Spirit of Vengeance

Applies a shield to yourself, which absorbs up to 261.61 damage, and lasts for 8. As long as the shield is active, your gathering speed is increased by 0.30, and If the shield gets destroyed by the incoming damage it explodes, dealing -84.29 damage to all enemies in a 6. The explosion also roots them for 4.43. (Root breaks on damage.) Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 120

Harvesting Skills

Increases your Gathering Yield for Adept's Fiber or lower. (The item must be equipped for several minutes to get the full effect.)



Expert's Harvester Garb (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Spirit of Vengeance

Applies a shield to yourself, which absorbs up to 261.61 damage, and lasts for 8. As long as the shield is active, your gathering speed is increased by 0.30, and If the shield gets destroyed by the incoming damage it explodes, dealing -84.29 damage to all enemies in a 6. The explosion also roots them for 4.43. (Root breaks on damage.) Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 120

Harvesting Skills

Increases your Gathering Yield for Expert's Fiber or lower. (The item must be equipped for several minutes to get the full effect.)



Master's Harvester Garb (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Spirit of Vengeance

Applies a shield to yourself, which absorbs up to 261.61 damage, and lasts for 8. As long as the shield is active, your gathering speed is increased by 0.30, and If the shield gets destroyed by the incoming damage it explodes, dealing -84.29 damage to all enemies in a 6. The explosion also roots them for 4.43. (Root breaks on damage.) Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 120

Harvesting Skills

Increases your Gathering Yield for Master's Fiber or lower. (The item must be equipped for several minutes to get the full effect.)



Grandmaster's Harvester Garb (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Spirit of Vengeance

Applies a shield to yourself, which absorbs up to 261.61 damage, and lasts for 8. As long as the shield is active, your gathering speed is increased by 0.30, and If the shield gets destroyed by the incoming damage it explodes, dealing -84.29 damage to all enemies in a 6. The explosion also roots them for 4.43. (Root breaks on damage.) Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 120

Harvesting Skills

Increases your Gathering Yield for Grandmaster's Fiber or lower. (The item must be equipped for several minutes to get the full effect.)



Elder's Harvester Garb (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Spirit of Vengeance

Applies a shield to yourself, which absorbs up to 261.61 damage, and lasts for 8. As long as the shield is active, your gathering speed is increased by 0.30, and If the shield gets destroyed by the incoming damage it explodes, dealing -84.29 damage to all enemies in a 6. The explosion also roots them for 4.43. (Root breaks on damage.) Energy Cost: 10 Cast time: instant Range: 0 Cooldown: 120

Harvesting Skills

Increases your Gathering Yield for Elder's Fiber or lower. (The item must be equipped for several minutes to get the full effect.)



Adept's Skinner Garb (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Hide Animal Poison

For the next 40s, all your normal attacks will poison hide animals and deal -68.25 damage 6 times. (This poison has no impact on other targets.) You also receive a Curing Shield, which surrounds you for 5. The shield increases your resistances by 0.4, and heals you by 19.81 HP per second. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30

Skinning Skills

Increases your Gathering Yield for Adept's Hide or lower. (The item must be equipped for several minutes to get the full effect.)



Expert's Skinner Garb (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Hide Animal Poison

For the next 40s, all your normal attacks will poison hide animals and deal -68.25 damage 6 times. (This poison has no impact on other targets.) You also receive a Curing Shield, which surrounds you for 5. The shield increases your resistances by 0.4, and heals you by 19.81 HP per second. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30

Skinning Skills

Increases your Gathering Yield for Expert's Hide or lower. (The item must be equipped for several minutes to get the full effect.)



Master's Skinner Garb (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Hide Animal Poison

For the next 40s, all your normal attacks will poison hide animals and deal -68.25 damage 6 times. (This poison has no impact on other targets.) You also receive a Curing Shield, which surrounds you for 5. The shield increases your resistances by 0.4, and heals you by 19.81 HP per second. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30

Skinning Skills

Increases your Gathering Yield for Master's Hide or lower. (The item must be equipped for several minutes to get the full effect.)



Grandmaster's Skinner Garb (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Hide Animal Poison

For the next 40s, all your normal attacks will poison hide animals and deal -68.25 damage 6 times. (This poison has no impact on other targets.) You also receive a Curing Shield, which surrounds you for 5. The shield increases your resistances by 0.4, and heals you by 19.81 HP per second. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30

Skinning Skills

Increases your Gathering Yield for Grandmaster's Hide or lower. (The item must be equipped for several minutes to get the full effect.)



Elder's Skinner Garb (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Hide Animal Poison

For the next 40s, all your normal attacks will poison hide animals and deal -68.25 damage 6 times. (This poison has no impact on other targets.) You also receive a Curing Shield, which surrounds you for 5. The shield increases your resistances by 0.4, and heals you by 19.81 HP per second. Energy Cost: 10 Cast time: instant Range: self Cooldown: 30

Skinning Skills

Increases your Gathering Yield for Elder's Hide or lower. (The item must be equipped for several minutes to get the full effect.)



Adept's Miner Garb (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Wind Shield

Your gathering speed is increased by 0.30, and a wind shield surrounds you, for 8. Every time you receive damage, enemies around you will be knocked back 10. Additionally, your Armor and Magic Resist are increased by 0.2. Energy Cost: 10 Cast time: instant Range: self Cooldown: 120

Mining Skills

Increases your Gathering Yield for Adept's Ore or lower. (The item must be equipped for several minutes to get the full effect.)



Expert's Miner Garb (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Wind Shield

Your gathering speed is increased by 0.30, and a wind shield surrounds you, for 8. Every time you receive damage, enemies around you will be knocked back 10. Additionally, your Armor and Magic Resist are increased by 0.2. Energy Cost: 10 Cast time: instant Range: self Cooldown: 120

Mining Skills

Increases your Gathering Yield for Expert's Ore or lower. (The item must be equipped for several minutes to get the full effect.)



Master's Miner Garb (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Wind Shield

Your gathering speed is increased by 0.30, and a wind shield surrounds you, for 8. Every time you receive damage, enemies around you will be knocked back 10. Additionally, your Armor and Magic Resist are increased by 0.2. Energy Cost: 10 Cast time: instant Range: self Cooldown: 120

Mining Skills

Increases your Gathering Yield for Master's Ore or lower. (The item must be equipped for several minutes to get the full effect.)



Grandmaster's Miner Garb (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Wind Shield

Your gathering speed is increased by 0.30, and a wind shield surrounds you, for 8. Every time you receive damage, enemies around you will be knocked back 10. Additionally, your Armor and Magic Resist are increased by 0.2. Energy Cost: 10 Cast time: instant Range: self Cooldown: 120

Mining Skills

Increases your Gathering Yield for Grandmaster's Ore or lower. (The item must be equipped for several minutes to get the full effect.)



Elder's Miner Garb (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Wind Shield

Your gathering speed is increased by 0.30, and a wind shield surrounds you, for 8. Every time you receive damage, enemies around you will be knocked back 10. Additionally, your Armor and Magic Resist are increased by 0.2. Energy Cost: 10 Cast time: instant Range: self Cooldown: 120

Mining Skills

Increases your Gathering Yield for Elder's Ore or lower. (The item must be equipped for several minutes to get the full effect.)



Adept's Quarrier Garb (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Flow

Increases your gathering speed by 0.30 for 10, and your resistances increase by 0.15 every second. (Stacks up to 10 times.) Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Quarrying Skills

Increases your Gathering Yield for Adept's Rock or lower. (The item must be equipped for several minutes to get the full effect.)



Expert's Quarrier Garb (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Flow

Increases your gathering speed by 0.30 for 10, and your resistances increase by 0.15 every second. (Stacks up to 10 times.) Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Quarrying Skills

Increases your Gathering Yield for Expert's Rock or lower. (The item must be equipped for several minutes to get the full effect.)



Master's Quarrier Garb (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Flow

Increases your gathering speed by 0.30 for 10, and your resistances increase by 0.15 every second. (Stacks up to 10 times.) Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Quarrying Skills

Increases your Gathering Yield for Master's Rock or lower. (The item must be equipped for several minutes to get the full effect.)



Grandmaster's Quarrier Garb (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Flow

Increases your gathering speed by 0.30 for 10, and your resistances increase by 0.15 every second. (Stacks up to 10 times.) Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Quarrying Skills

Increases your Gathering Yield for Grandmaster's Rock or lower. (The item must be equipped for several minutes to get the full effect.)



Elder's Quarrier Garb (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Flow

Increases your gathering speed by 0.30 for 10, and your resistances increase by 0.15 every second. (Stacks up to 10 times.) Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Quarrying Skills

Increases your Gathering Yield for Elder's Rock or lower. (The item must be equipped for several minutes to get the full effect.)



Adept's Lumberjack Garb (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Purging Shield

Creates a purging shield on you. Increases your gathering speed by 0.30, and your resistances by 0.32, for 6. While the shield is active, enemies lose all positive status effects whenever they damage you. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Lumberjack Skills

Increases your Gathering Yield for Adept's Wood or lower. (The item must be equipped for several minutes to get the full effect.)



Expert's Lumberjack Garb (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Purging Shield

Creates a purging shield on you. Increases your gathering speed by 0.30, and your resistances by 0.32, for 6. While the shield is active, enemies lose all positive status effects whenever they damage you. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Lumberjack Skills

Increases your Gathering Yield for Expert's Wood or lower. (The item must be equipped for several minutes to get the full effect.)



Master's Lumberjack Garb (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Purging Shield

Creates a purging shield on you. Increases your gathering speed by 0.30, and your resistances by 0.32, for 6. While the shield is active, enemies lose all positive status effects whenever they damage you. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Lumberjack Skills

Increases your Gathering Yield for Master's Wood or lower. (The item must be equipped for several minutes to get the full effect.)



Grandmaster's Lumberjack Garb (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Purging Shield

Creates a purging shield on you. Increases your gathering speed by 0.30, and your resistances by 0.32, for 6. While the shield is active, enemies lose all positive status effects whenever they damage you. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Lumberjack Skills

Increases your Gathering Yield for Grandmaster's Wood or lower. (The item must be equipped for several minutes to get the full effect.)



Elder's Lumberjack Garb (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Purging Shield

Creates a purging shield on you. Increases your gathering speed by 0.30, and your resistances by 0.32, for 6. While the shield is active, enemies lose all positive status effects whenever they damage you. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Lumberjack Skills

Increases your Gathering Yield for Elder's Wood or lower. (The item must be equipped for several minutes to get the full effect.)



Adept's Fisherman Garb (T4)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Water Shield

A Water shield protects you for 12, it increases your physical resistance by 0.58 and your magic resistance by 0.29. Additionally your Fishing Speed is also increased by 0.29, while the shield is active. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Fisherman Skills

Increases your Gathering Yield by 5% for T4 Fish or lower. (The item needs to be equipped for several minutes to get the full effect)



Expert's Fisherman Garb (T5)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Water Shield

A Water shield protects you for 12, it increases your physical resistance by 0.58 and your magic resistance by 0.29. Additionally your Fishing Speed is also increased by 0.29, while the shield is active. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Fisherman Skills

Increases your Gathering Yield by 10% for T5 Fish or lower. (The item needs to be equipped for several minutes to get the full effect)



Master's Fisherman Garb (T6)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Water Shield

A Water shield protects you for 12, it increases your physical resistance by 0.58 and your magic resistance by 0.29. Additionally your Fishing Speed is also increased by 0.29, while the shield is active. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Fisherman Skills

Increases your Gathering Yield by 15% for T6 Fish or lower. (The item needs to be equipped for several minutes to get the full effect)



Grandmaster's Fisherman Garb (T7)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Water Shield

A Water shield protects you for 12, it increases your physical resistance by 0.58 and your magic resistance by 0.29. Additionally your Fishing Speed is also increased by 0.29, while the shield is active. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Fisherman Skills

Increases your Gathering Yield by 25% for T7 Fish or lower. (The item needs to be equipped for several minutes to get the full effect)



Elder's Fisherman Garb (T8)

(PASSIVE)
Mend Wounds

As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. Energy Cost: 0 Cast time: channeled Range: self Cooldown: 30

Ambush

Turn invisible for 8. Your first attack out of invisibility will have increased damage; the longer you stay invisible, the higher the damage buff (maximum 40%). Attacking or casting breaks the invisibility. You will also become visible if you move too far away from the activation spot. Energy Cost: 12 Cast time: instant Range: self Cooldown: 60

Wind Wall

Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. Energy Cost: 14 Cast time: instant Range: 5m Cooldown: 40

Water Shield

A Water shield protects you for 12, it increases your physical resistance by 0.58 and your magic resistance by 0.29. Additionally your Fishing Speed is also increased by 0.29, while the shield is active. Energy Cost: 8 Cast time: instant Range: self Cooldown: 120

Fisherman Skills

Increases your Gathering Yield by 35% for T8 Fish or lower. (The item needs to be equipped for several minutes to get the full effect)