Item Sets
Every set referenced by the tank builds: what it does, where it drops and which builds wear it.
Update 52 (PTS) version
This page is the Update 52 version of the item sets reference. Update 52 is on the PTS until January 19, 2027, so numbers can still move. Skill and set tooltips still show the live Update 51 text; hover one that changes to see what's new. For what works in game today, switch to Update 51 in the version picker (top right, or in the menu on phones). The full list is in the Update 52 patch notes.
- One of the sets below changes in Update 52: Void Bash. Each card says what's changing.
- Traits: Infused armour 40% (from 25%), Impenetrable 165 (from 127), Decisive 68% (from 55%), Nirnhoned weapons 20%, Precise 7.4%, and Charged down to 225%.
- Gaze of Sithis now also raises your Armor cap by 13,200, and Glorious Defender, Knight-errant's Mail and Dov-rha Sabatons are reworked for shield tanks.
Monster sets
Fully charged Heavy Attacks throw an axe that hits the target and lowers its Armor. A Heavy Attack monster set.
- (1 item)Adds 129 Weapon Damage and Spell Damage.
- (2 items)Dealing damage with a fully-charged Heavy Attack throws an axe at the enemy, dealing 1572 Physical damage and reducing their Armor by 400 for 5 seconds. This effect can occur once every 10 seconds and scales off the higher of your Weapon Damage and Spell Damage. The axe drops to the ground after traveling to your target for 5 seconds. Touching the axe reduces the cooldown of this set by 5 seconds.
Source: Lep Seclusa
The current go-to tank monster set. A Heavy Attack sends out a shock line that applies Major Vulnerability to the enemies it hits.
- (1 item)Adds 1487 Offensive Penetration.
- (2 items)When you deal damage with a Heavy Attack, after 1.2 seconds deal 650 Shock damage to up to 6 enemies in a 7 by 5 meter line on your target, applying Major Vulnerability to them for 7 seconds. Once every 15 seconds.
Source: Earthen Root Enclave (veteran) + Undaunted chest
Turns status effects into Ultimate. Pairs with an ice staff and Elemental Blockade.
- (1 item)Adds 548 Max Stamina, 548 Max Magicka and 603 Max Health.
- (2 items)Applying a status effect to an enemy grants a stack of Zaudrus's Ambition for 10 seconds, up to 3. At 3 stacks they are removed and you gain 4 Ultimate.
Source: The Cauldron (veteran) + Undaunted chest
A selfish classic: getting hit sometimes gives you Ultimate and a burst of Armor. Good for solo progression or when your group already covers the debuffs.
- (1 item)Adds 129 Stamina Recovery.
- (2 items)When you take damage, you have a 6% chance to gain 13 Ultimate and 3731 Physical and Spell Resistance for 5 seconds. Once every 5 seconds.
Source: Spindleclutch II (veteran) + Undaunted chest
Tanks wear just the helm on trash, for its one-piece recovery, next to Spaulder of Ruin.
- (1 item)Adds 129 Magicka Recovery and 129 Stamina Recovery.
- (2 items)When you heal yourself or a group member with a single target heal ability, grant the lowest Health group member within 28 meters Minor Courage and Minor Resolve for 10 seconds. The effect then bounces to a nearby group member within 8 meters, up to 3 times. Once every 15 seconds.
Source: The Dread Cellar (veteran) + Undaunted chest
Casting an Ultimate stretches out the debuffs already on nearby enemies.
- (1 item)Adds 1206 Max Health.
- (2 items)When you use an Ultimate, the closest 6 enemies within 12m have all Major and Minor debuffs on them extended by 1 second per 20 Ultimate spent. Once every 30 seconds per target.
Source: Shipwright's Regret (veteran) + Undaunted chest
Damage monster set: Weapon and Spell Damage, and Lich crystals that explode on enemies. The DPS Healer's helm.
- (1 item)Adds 129 Weapon Damage and Spell Damage.
- (2 items)When you deal direct damage, you have a 15% chance to conjure a Lich crystal that explodes after 2 seconds, dealing 1360 Magic damage to all enemies within 4 meters. Once every 3 seconds.
Source: Crypt of Hearts II (veteran) + Undaunted chest
The healer monster set: every heal gives Minor Vitality, and overheals give a burst of Armor.
- (1 item)Adds 129 Magicka Recovery.
- (2 items)Overhealing yourself or an ally grants them 4272 Armor for 1.1 seconds. Healing yourself or an ally grants them Minor Vitality for 1.1 seconds, increasing their healing received and damage shield strength by 6%.
Source: Scrivener's Hall (veteran) + Undaunted chest
Pure sustain: your Health, Magicka and Stamina Recovery climb every second you stay in combat, up to 240 more of each after 30 seconds.
- (1 item)Adds 70 Stamina Recovery, 70 Magicka Recovery and 70 Health Recovery.
- (2 items)Each second you are in combat, gain a stack of Darklight, up to 30 stacks max. Each stack of Darklight increases your Stamina Recovery, Magicka Recovery, and Health Recovery by 8. Each second you are out of combat, lose a stack of Darklight.
Source: Bal Sunnar (veteran) + Undaunted chest
Damage monster set: Weapon and Spell Damage, and melee hits call a primal spirit that mauls the enemy in front of you.
- (1 item)Adds 129 Weapon Damage and Spell Damage.
- (2 items)When you deal Martial melee damage, you call upon a primal spirit that mauls the closest enemy in front of you after 1.3 seconds for 1702 Physical damage. This effect can occur once every 6 seconds and scales off the higher of your Weapon Damage and Spell Damage.
Source: Selene's Web (veteran) + Undaunted chest
Crit monster set: Critical Chance, and Minor Berserk all the time with both pieces. Easy and always on.
- (1 item)Adds 657 Critical Chance.
- (2 items)Adds 113 Critical Chance.
- (2 items)Gain Minor Berserk at all times, increasing your damage done by 5%.
Source: Wayrest Sewers I (veteran) + Undaunted chest
Built for tanks who hold block: every few seconds of blocking pays back Stamina, Magicka and a heal.
- (1 item)Adds 548 Max Stamina, 548 Max Magicka and 603 Max Health.
- (2 items)When you Block, you gain an energy Charge stack. When you gain 6 Charges, you release the energy, restoring 2480 Stamina and Magicka, and healing for 2480. After releasing the Charges, you cannot regain new Charges for 14 seconds. Charges can be accumulated up to once every .25 seconds.
Source: Frostvault (veteran) + Undaunted chest
Healing an ally who is low on Magicka or Stamina restores it over 6 seconds. A sustain monster set for groups that run dry.
- (1 item)Adds 4% Healing Done.
- (2 items)When you heal a group member who is under 50% of their primary resource, grant them Meridia's Favor, which restores 570 Magicka or Stamina every 1 second for 6 seconds. This effect can occur every 18 seconds per target. This effect cannot target yourself, and the resource returned is based off the target's highest maximum resource.
Source: Depths of Malatar (veteran) + Undaunted chest
Critical heals shield the target and give them Minor Force while the shield holds.
- (1 item)Adds 657 Critical Chance.
- (2 items)When your healing critically strikes, your target gains a Hydroglass Damage Shield that absorbs up to 2692 damage for 6 seconds. While the Damage Shield holds and for 3 seconds after it ends, the target gains Minor Force, increasing their Critical Damage done by 10%. This effect can occur once every 6 seconds per target.
Source: Bedlam Veil (veteran) + Undaunted chest
Taunting an enemy makes a duneripper burst from the ground beneath it, dealing damage and shredding its Armor.
- (1 item)Adds 1096 Max Stamina.
- (2 items)Taunting an enemy makes a duneripper burst from the ground beneath it after 1 second, dealing Physical damage to enemies within 4m and reducing their Armor for 15 seconds. Both scale off your higher Physical or Spell Resistance. Once every 10 seconds.
Source: Volenfell (veteran) + Undaunted chest
Mythic sets
You can't cast Ultimates any more: each one you would cast hands your Ultimate to the group instead. Only for organised trial groups.
- (1 item)You can no longer cast Ultimate abilities. Instead, casting an Ultimate ability transfers your Ultimate resource to your living group members, divided equally among them. Gain Minor Heroism while you are in combat.
Source: Antiquities: Telvanni Peninsula
Mythic ring that stacks Max Health, Magicka and Stamina the longer you stay in combat. The defensive dungeon healer's last jewellery slot.
- (1 item)Gain a stack of Escalating Fete every 2 seconds in combat, up to 30. Each stack adds 88 Maximum Health, Magicka and Stamina. You lose a stack every 4 seconds out of combat.
Source: Antiquities: Blackwood
Mythic helm: a Bash or Heavy Attack marks the target for a minute, giving you Minor Berserk and 15% more damage to it, but much less to everything else. For single-target fights.
- (1 item)Dealing damage with a Bash or fully-charged Heavy Attack places the Mark of Hircine on your target for 1 minute. While active, you gain Minor Berserk, increasing damage done by 5%, and deal 15% more damage to the target and 50% less damage to all other enemies. If the enemy dies while marked, you gain 2418 Stamina or Magicka, based off your highest maximum resource. This effect can trigger up to every 10 seconds.
Source: Antiquities
Mythic shoulders: up to 1,528 Critical Chance once you've collected Shalidor's Library. An alternative when your build casts its Ultimate.
- (1 item)Gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and 15% monster kill experience based off how many books of Shalidor's Library have been collected. Current Bonus: 229 Critical Chance 1% Inspiration, Alliance Rank, and Alliance skill 2% monster kill experience.
Source: Antiquities
Locks you to one bar and gives you most Major and Minor buffs and Empower all the time. The ring behind every one-bar build.
- (1 item)While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Minor Berserk, Minor Courage, Major Brutality, Major Savagery, Minor Force, Minor Protection, Major Resolve, Minor Mending, Minor Fortitude, Minor Intellect, Minor Endurance, Minor Heroism, Minor Slayer, Minor Aegis, and Empower.
Source: Antiquities
Mythic necklace that gives you Major Heroism while you cast heals low on resources. The healer's Heroism before Trample is unlocked.
- (1 item)When you attempt to use resources to cast a healing ability while in combat and your dominant resource is under 50%, gain Major Heroism for 1.5 seconds, granting you 3 Ultimate every 1.5 seconds.
Source: Antiquities: Summerset
Doubles your Heavy Attack damage and halves your Light Attacks; Light Attacks restore resources instead. For Heavy Attack builds that run two bars.
- (1 item)Increases your damage done with non-Ultimate Heavy Attacks and decreases your damage done with Light Attacks by 50% each. Dealing damage with a Light Attack restores 431 Magicka or Stamina, depending on your equipped weapon type. This resource restore is treated as a Heavy Attack resource restore for bonuses and penalties. Your Heavy Attacks no longer restore resources.
Source: Antiquities
Mythic ring: more damage against monsters with status effects, 1% per point of Ultimate you hold, up to 133%. It slowly drains your Ultimate, so you hold it rather than cast it.
- (1 item)Increase your damage done to monsters with status effects by 1% for every 1 Ultimate you have, up to 133%. The cap is halved if Feral Guardian is active. While you have 133 or more Ultimate, your Light and Heavy Attacks apply a random status effect, up to once every 2 seconds. While equipped, applies Minor Timidity to you, consuming 1 Ultimate every 1.5 seconds in combat.
Source: Antiquities
A crouch-toggled aura that gives nearby allies Weapon and Spell Damage at the cost of your own recovery.
- (1 item)Crouch to toggle Aura of Pride: up to 6 group members within 12m gain 260 Weapon and Spell Damage, and you lose some Health, Magicka and Stamina Recovery per ally affected.
Source: Antiquities (The Deadlands)
Mythic necklace: Penetration, 15% more damage to monsters and Minor Force, but Light and Heavy Attacks barely hit. For builds that only cast skills.
- (1 item)Adds 1650 Offensive Penetration.
- (1 item)Increase your damage done to monsters by 15%, gain Minor Force at all times, and reduce your total damage done with Light and Heavy Attacks by 99%.
Source: Antiquities: Telvanni Peninsula
Trial sets
7% more damage to monsters, and 14% more for 30 seconds after you interrupt something. Strong when there's something to interrupt.
- (2 items)Adds 657 Critical Chance.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 1487 Offensive Penetration.
- (5 items)Increases your damage done against monsters by 7%. When you interrupt a target while in combat, you increase your damage done against monsters by an additional 14% for 30 seconds.
Source: Sanity's Edge
Up to 15% more damage to monsters the less Magicka you have, maxing at 50%. Strong on Magicka builds that spend freely.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 657 Critical Chance.
- (5 items)Increases your damage done against monsters by up to 15% based on your missing Magicka, reaching the maximum at 50% Magicka. Current value: 0%.
Source: Rockgrove
Melee damage stacks up Critical Chance. Some guides call it Advancing Yokeda; the Nightblade damage dealer wears it on the weapons and jewellery.
- (2 items)Adds 657 Critical Chance.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 657 Critical Chance.
- (5 items)Adds 986 Critical Chance.
- (5 items)When you deal Martial melee damage, your Critical Chance is increased by 298 for 5 seconds, stacking up to 5 times. This effect can occur once every half second.
Source: Hel Ra Citadel
Taunting gives you and your group Minor Courage, so the buff stays up as long as you keep the boss taunted.
- (2 items)Adds 1206 Max Health.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 1096 Max Stamina.
- (5 perfected)Adds 1206 Max Health.
- (5 items)When you taunt an enemy, you and 11 group members gain Minor Courage for 15 seconds, increasing Weapon and Spell Damage by 215. Once every 8 seconds.
Source: Sunspire (Elsweyr); perfected on veteran
Up to 600 Weapon and Spell Damage the lower your Stamina, maxing at 50%. Good on Stamina builds that spend freely.
- (2 items)Adds 657 Critical Chance.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)Increases your Weapon Damage and Spell Damage by up to 600, based on your missing Stamina, reaching the maximum at 50% Stamina. Current bonus: 0 Weapon Damage and Spell Damage.
Source: Dreadsail Reef
The default tank body set. While you're healthy it buffs the group's Critical Damage. When you drop low it switches to protecting you.
- (2 items)Adds 4% Healing Taken.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 1206 Max Health.
- (5 perfected)Adds 1206 Max Health.
- (5 items)While you are above 50% Health, group members within 28m who aren't wearing Lucent Echoes gain 11% Critical Damage and Critical Healing. At 50% Health or below, you take 20% less damage from monsters.
Source: Lucent Citadel (Gold Road); perfected on veteran
Casting an Ultimate gives you and five allies Major Slayer, one second per 10 Ultimate spent.
- (2 items)Adds 1096 Maximum Magicka.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you use an Ultimate ability while in combat, you and the closest 5 group members within 28 meters of you gain Major Slayer for 1 second per 10 Ultimate spent, increasing damage done to monsters by 10%.
Source: Halls of Fabrication
Critical Chance for each Major buff and Critical Damage for each Minor buff on you. Great in a well-buffed group, but extra Critical Damage can go to waste at the cap.
- (2 items)Adds 657 Critical Chance.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)Increase your Critical Chance by 154 for every Major Buff active on you, up to 1536 Critical Chance. Increase your Critical Damage done by 1% for every Minor Buff active on you, up to 12 Critical Damage done. Current Bonus: 0 Critical Chance and 0% Critical Damage.
Source: Sanity's Edge
A group buff that scales with how many people are alive or dead: more damage while everyone's up, more damage reduction as people fall.
- (2 items)Adds 1206 Max Health.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 4% Healing Taken.
- (5 perfected)Adds 1206 Max Health.
- (5 items)You and up to 11 group members gain Pearlescent Ward, which persists through death: up to 180 Weapon and Spell Damage based on how many group members are alive, and up to 66% damage reduction against non-player enemies based on how many are dead.
Source: Dreadsail Reef (High Isle); perfected on veteran
The trial healer body set: each Ultimate you cast feeds Ultimate back to up to 11 group members.
- (2 items)Adds 4% Healing Done.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 1096 Maximum Magicka.
- (5 items)Casting an Ultimate ability while in combat grants 2% of Ultimate spent as Ultimate to up to 11 other group members within 12 meters every 2 seconds over 10 seconds. Group members can only be affected by this set once every 45 seconds.
Source: Dreadsail Reef
Taking a synergy sends out a shockwave that strips enemy Armor by your Weapon Damage. Strong in groups that feed you synergies.
- (2 items)Adds 657 Critical Chance.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon and Spell Damage.
- (5 items)When you activate a synergy, send a shockwave that deals Physical damage over 10 seconds and reduces the Physical and Spell Resistance of enemies hit by your Weapon Damage, up to 6000.
Source: Maw of Lorkhaj (Thieves Guild)
Fully charged Heavy Attacks give you and five allies Major Slayer. Best in trials where one healer can stand back and Heavy Attack.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)After completing a fully-charged Heavy Attack, you and up to 5 group members gain Major Slayer, increasing damage done to monsters by 10% for 1 second for every 600 Spell Damage or 6300 Magicka you have. Roaring Opportunist can only affect a target every 22 seconds. Maximum duration 12 seconds.
Source: Kyne's Aegis
Every Ultimate you cast gives the group Major Force. Don't stack it with another Major Force source.
- (2 items)Adds 1096 Max Magicka.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 1096 Max Stamina.
- (5 perfected)Adds 1096 Max Stamina.
- (5 items)When you use an Ultimate in combat, you and up to 11 group members within 28m gain Major Force for 1 second per 15 Ultimate spent, increasing Critical Damage by 20%.
Source: Rockgrove (Blackwood); perfected on veteran
Critical Chance, Minor Slayer, and crystals that launch at your target as you crit. The best all-round 5-piece for single target in Update 51.
- (2 items)Adds 657 Critical Chance.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 657 Critical Chance.
- (5 items)Dealing Critical Damage gives you a stack of Sliver for 10 seconds, up to once every 0.5 seconds. Upon gaining your third stack, they merge into a crystal that launches at the last enemy you damaged, dealing 1952 Physical damage. This effect scales off the higher of your Weapon Damage and Spell Damage, and you cannot gain Sliver for 4 seconds after the crystal is launched.
Source: Lucent Citadel
When an enemy you damaged dies it leaves a soul; touch it for 30 seconds of Critical Chance and Critical Damage. Great on trash and bosses with adds.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 657 Critical Chance.
- (5 items)When an enemy you recently damaged dies, they leave behind a vengeful soul for 6 seconds. You can only create one vengeful soul at a time. Touching the soul increases your Critical Chance by 2160 and your Critical Damage by 12% for 30 seconds.
Source: Rockgrove
Turns every Ultimate you cast into a group damage buff. Wear it on the back bar and cast your Ultimates there.
- (2 items)Adds 1096 Max Stamina.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon and Spell Damage.
- (5 items)When you use an Ultimate in combat, you and the closest 5 group members within 28m gain Major Slayer for 1 second per 10 Ultimate spent, increasing damage done to monsters by 10%.
Source: Halls of Fabrication (Morrowind)
Light Attacks put a Frost damage over time on the target that ends in a whirlpool under it. Strongest when the boss doesn't move much.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Gain Minor Slayer, increasing damage done to monsters by 5%.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal damage with a Light Attack, you apply Whorl of the Depths to the target, dealing 1016 Frost damage over 8 seconds. When this effect ends, a 5 meter whirlpool is created under the target for 6 seconds and deals 764 Frost damage every 1 second. This effect can occur once every 18 seconds and scales off the higher of your Weapon Damage and Spell Damage.
Source: Dreadsail Reef
Raises Max Magicka and Max Stamina for the whole trial group, and keeps it through death.
- (2 items)Adds 1096 Maximum Magicka.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 129 Magicka Recovery.
- (5 items)Increases Max Magicka and Max Stamina by 1667 for you and up to 11 other group members within 28 meters of you. This bonus persists through death.
Source: Lucent Citadel
Dungeon sets
Dungeon set: melee crits summon a spinning blade that cuts enemies for 11 seconds. A strong option without trial gear.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal critical damage with a Martial melee attack, unleash a Lesser Aegis for 11 seconds. After 2.5 seconds, the Lesser Aegis spins its blades, dealing 478 Bleed Damage every 1 second. This effect can occur once every 12 seconds, scales off the higher of your Weapon Damage and Spell Damage, and is considered pet damage.
Source: Unhallowed Grave
Damage over time builds Blight Seed on the target until it explodes, much harder with more monsters around. Top AoE, but only one per group can wear it.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Adds 129 Weapon Damage and Spell Damage.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)Dealing damage over time applies a stack of Blight Seed to the target for 5 seconds. At 20 stacks, Blight Seed explodes, dealing 667 Disease damage to the target and nearby enemies, increasing by 150% per additional monster hit, up to 600%. The damage scales off your Weapon Damage and Spell Damage and can occur once every 1 second. Enemies can only have one Blight Seed at a time and require 20 more stacks per group member wearing this set.
Source: Lair of Maarselok
Every buff you apply sends out a wave that strips nearby enemies' Armor.
- (2 items)Adds 1487 Armor.
- (3 items)Adds 1206 Max Health.
- (4 items)Adds 1487 Armor.
- (5 items)In combat, casting an ability, drinking a potion or using a poison that applies a Major or Minor buff to you or an ally reduces the Armor of enemies within 12m by 3541 for 15 seconds. Once every 12 seconds.
Source: The Dread Cellar (Waking Flame)
Bashing gives you and a few allies Major Heroism, which is a steady stream of Ultimate.
- (2 items)Adds 1206 Max Health.
- (3 items)Adds 1096 Max Stamina.
- (4 items)Adds 1096 Max Stamina.
- (5 items)When you Bash an enemy, you and up to 3 group members within 15m gain Major Heroism for 12 seconds, granting 3 Ultimate every 1.5 seconds. Once every 18 seconds.
Source: Black Drake Villa (Flames of Ambition)
373 extra damage on every hit you land, for 10% less healing received. Very strong on builds with lots of damage ticks, like Sorcerer and Warden.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Adds 1487 Offensive Penetration.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)Increases your damage done by 373 but reduces your healing received by 10%. The bonuses are halved against targets with Battle Spirit.
Source: Unhallowed Grave
Every Major and Minor buff and shield you give lasts 40% longer in combat. A comfort set that makes buff uptime easy.
- (2 items)Adds 129 Magicka Recovery.
- (3 items)Adds 129 Magicka Recovery.
- (4 items)Adds 4% Healing Done.
- (5 items)While in combat, increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.
Source: Scalecaller Peak
Light and Heavy Attacks in melee range add 2110 Light and Heavy Attack damage against monsters. The strongest Heavy Attack body set, if you stand next to the boss.
- (2 items)Adds 129 Stamina Recovery.
- (3 items)Adds 129 Weapon Damage and Spell Damage.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal damage with a Light or Heavy Attack in melee range, you increase the damage of your Light and Heavy Attacks against monsters by 2110 for 15 seconds. This effect can occur once every 12 seconds.
Source: Blessed Crucible
Heavy Attacks stack up to 2580 more Heavy Attack damage. The core set for Lightning Staff Heavy Attack builds: it buffs both channel ticks and the final hit.
- (2 items)Adds 1206 Maximum Health.
- (3 items)Adds 129 Health Recovery.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal damage with a Heavy Attack, you gain a stack of Sergeant's Focus for 5 seconds, increasing the damage of your Heavy Attacks by 645 per stack. This effect can occur once every second and stacks up to 4 times.
Source: Wayrest Sewers
The dungeon healer body set: overhealing an ally gives them Major Courage, so a healer with sticky heals keeps it on the whole group.
- (2 items)Adds 1096 Maximum Magicka.
- (3 items)Adds 1096 Maximum Magicka.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you overheal yourself or an ally, you give the target Major Courage for 5 seconds which increases their Weapon Damage and Spell Damage by 430.
Source: White-Gold Tower
Critical Chance, and fully charged Heavy Attacks that crit add 1542 Light and Heavy Attack damage against monsters. The Heavy Attack body set that works from any range.
- (2 items)Adds 657 Critical Chance.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal Critical Damage with a fully-charged Heavy Attack, your Light and Heavy Attacks deal an additional 1542 damage to monsters for 8 seconds. This effect can occur once every 5 seconds.
Source: Tempest Island
Block, then bash: your next bash cleaves a line of enemies and applies Major Vulnerability.
- (2 items)Adds 1206 Max Health.
- (3 items)Adds 1096 Max Stamina.
- (4 items)Adds 1206 Max Health.
- (5 items)When you Block, your next Bash within 10 seconds deals 2223 Magic damage to up to 6 enemies in a 5 by 10 meter line and applies Major Vulnerability for 10 seconds. Scales off Max Health. Once every 15 seconds.
Source: Shipwright's Regret (Ascending Tide)
Arena sets
The Master's Restoration Staff: the first heal of Grand Healing or Illustrious Healing restores Magicka and Stamina to everyone it hits.
- (2 items)The initial heal of Grand Healing invigorates you and group members affected for 6 seconds, restoring 224 Magicka and Stamina every 2 seconds.
Source: Dragonstar Arena (veteran)
The Maelstrom greatsword: Stampede makes your direct damage up to 12% stronger for 18 seconds. Why so many damage dealers carry a greatsword on the back bar.
- (2 items)Activating Critical Charge stirs up a barbarous lust for battle within you for 18 seconds, increasing your damage done with direct damage attacks by 1%, up to a maximum of 12%. This effect scales off the higher of your Weapon Damage and Spell Damage.
Source: Maelstrom Arena (veteran)
The Maelstrom's Restoration Staff: Radiating Regeneration crits restore Magicka. Huge sustain for a dungeon healer who isn't casting Illustrious Healing.
- (2 items)When your Regeneration critically strikes, you restore 558 Magicka. This effect cannot occur from simultaneous critical strikes.
Source: Maelstrom Arena (veteran)
Turns your bash into a vacuum: it pulls nearby enemies in and then applies Major Maim. Wear it on the front bar.
Changing in Update 52 (PTS)
Perfected bonus now grants Armor instead of Max Health.
- (2 perfected)Adds 965 Max Health.
- (2 items)When you deal damage with Power Bash, you gain Call of the Void for 2 seconds, pulling enemies within 12m to you. When it ends, enemies in the area get Major Maim for 10 seconds. Once every 13 seconds.
Source: Vateshran Hollows (Markarth); perfected on veteran
Overland sets
Three pieces of flat Max Health, Magicka and Stamina. Worn as a single Heavy chest for the Health on a 4-player healer.
- (1 item)Adds 1454 Maximum Health.
- (2 items)Adds 1454 Maximum Magicka.
- (3 items)Adds 1454 Maximum Stamina.
Source: Starter zones
Craftable sets
Craftable: up to 1,329 Critical Chance while you stand still in combat, lost a stack per second you move. The best crafted option for most builds.
- (2 items)Adds 657 Critical Chance.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 657 Critical Chance.
- (5 items)Adds 986 Critical Chance.
- (5 items)While in combat, each second you stand still grants you a stack of Sentinel's Eye, increasing your Critical Chance by 443 per stack, stacking up to 3 times. Each second you move, one stack is removed. Using charge and teleport abilities does not remove stacks, and exiting combat will remove all stacks of Sentinel's Eye.
Source: Crafted at a set station
Craftable Critical Chance and 8% Critical Damage. Weaker once your group already takes you to the Critical Damage cap.
- (2 items)Adds 657 Critical Chance.
- (3 items)Adds 129 Weapon Damage and Spell Damage.
- (4 items)Adds 657 Critical Chance.
- (5 items)Adds 943 Critical Chance.
- (5 items)Increases your Critical Damage and Critical Healing by 8%.
Source: Crafted at a set station
Status effects you apply last 16 seconds longer. On a Warden healer it keeps the boss Chilled, so Tundra's Maw's Major Brittle never drops.
- (2 items)Adds 1096 Maximum Stamina.
- (3 items)Adds 1206 Maximum Health.
- (4 items)Adds 1096 Maximum Magicka.
- (5 items)Increase the duration of Status Effects and their effects that you apply by 16 seconds.
Source: Crafting station
Craftable: 15% more direct damage to monsters. A strong starter set for builds with lots of direct hits.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 1487 Offensive Penetration.
- (5 items)Increase your direct damage done to monsters by 15%.
Source: Crafted at a set station
PvP sets
Three pieces make your Ultimates 15% cheaper. Paired with Spaulder of Ruin on an advanced dungeon healer.
- (2 items)Reduces your damage taken from Players by 3%.
- (3 items)Reduces the cost of your Ultimate abilities by 15%.
Source: Cyrodiil
PvP set: 15% more damage from damage over time and channelled attacks. Great with beams and Engulfing Dragonfire.
- (2 items)Adds 129 Weapon Damage and Spell Damage.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)Increase the damage your damage over time and channeled attacks do by 15%.
Source: Cyrodiil
A dungeon favourite: every Assault skill you cast (Vigor, War Horn, Caltrops) buffs your group's damage.
- (2 items)Adds 1206 Max Health.
- (3 items)Adds 1096 Max Stamina.
- (4 items)Adds 129 Weapon and Spell Damage.
- (5 items)When you cast an Assault ability in combat, you and up to 5 group members within 12m gain 307 Weapon and Spell Damage for 15 seconds.
Source: Imperial City Tel Var merchants