ADVENTURE GUIDE / EQUIPMENT
Disciple mask
門弟のマスク
Armor / Helmet
A true warrior isn't scared to show their face but hides it so as not to scare the world.
Related base and unique equipment
Possible equipment effects
These effects are not guaranteed attachments.
View 60 effect descriptions
Acrobat I
Reduces rolling cooldown time by 10%.
Acrobat II
Reduces rolling cooldown time by 15%.
Acrobat III
Reduces rolling cooldown time by 25%.
Bounty Hunter I
Deal 20% more damage to wounded enemies.
Bounty Hunter II
Deal 25% more damage to wounded enemies.
Bounty Hunter III
Deal 30% more damage to wounded enemies.
Deflection I
Grants a 10% chance to deflect enemy projectiles.
Deflection II
Grants a 15% chance to deflect enemy projectiles.
Deflection III
Grants a 20% chance to deflect enemy projectiles.
Duelist I
Melee attacks deal 20% more damage to primary targets.
Duelist II
Melee attacks deal 25% more damage to primary targets.
Duelist III
Melee attacks deal 30% more damage to primary targets.
Finesse I
Increases attack damage by 15% when jumping or rolling.
Finesse II
Increases attack damage by 25% when jumping or rolling.
Finesse III
Increases attack damage by 35% when jumping or rolling.
Assassin I
Grants a 10% chance to stay in Shadowcloaking when attacking.
Assassin II
Grants a 15% chance to stay in Shadowcloaking when attacking.
Assassin III
Grants a 20% chance to stay in Shadowcloaking when attacking.
Looter I
Grants a 20% chance to get additional loot drops.
Looter II
Grants a 40% chance to get additional loot drops.
Looter III
Grants a 60% chance to get additional loot drops.
Luck I
Grants a 10% chance to drop duplicate variations of items.
Luck II
Grants a 15% chance to drop duplicate variations of items.
Luck III
Grants a 20% chance to drop duplicate variations of items.
Marksman I
Critical hits with ranged weapons deal 15% more damage.
Marksman II
Critical hits with ranged weapons deal 20% more damage.
Marksman III
Critical hits with ranged weapons deal 25% more damage.
Strength I
Critical hits with melee weapons deal 15% more damage.
Strength II
Critical hits with melee weapons deal 20% more damage.
Strength III
Critical hits with melee weapons deal 25% more damage.
Raider I
Grants a 1% chance of higher rarity loot drops.
Raider II
Grants a 2% chance of higher rarity loot drops.
Raider III
Grants a 3% chance of higher rarity loot drops.
Precision I
Increases chance of critical hits with melee attacks by 10%.
Precision II
Increases chance of critical hits with melee attacks by 15%.
Precision III
Increases chance of critical hits with melee attacks by 20%.
Projectile Protection I
Take 10% less damage from ranged attacks.
Projectile Protection II
Take 15% less damage from ranged attacks.
Projectile Protection III
Take 20% less damage from ranged attacks.
Prospector I
Grants a 5% chance to receive additional emeralds.
Prospector II
Grants a 10% chance to receive additional emeralds.
Prospector III
Grants a 15% chance to receive additional emeralds.
Protection I
Take 10% less damage.
Protection II
Take 15% less damage.
Protection III
Take 20% less damage.
Swiftness I
Increases melee attack speed by 10%.
Swiftness II
Increases melee attack speed by 15%.
Swiftness III
Increases melee attack speed by 20%.
Stealth I
Shadowcloaking lasts 20% longer.
Stealth II
Shadowcloaking lasts 25% longer.
Stealth III
Shadowcloaking lasts 35% longer.
Evasion I
Grants a 10% chance to evade melee damage.
Evasion II
Grants a 15% chance to evade melee damage.
Evasion III
Grants a 20% chance to evade melee damage.
Prowler I
Increases movement speed by 15% while Shadowcloaking.
Prowler II
Increases movement speed by 20% while Shadowcloaking.
Prowler III
Increases movement speed by 30% while Shadowcloaking.
Vanguard I
Deal 20% more damage to enemies who are at full health.
Vanguard II
Deal 35% more damage to enemies who are at full health.
Vanguard III
Deal 50% more damage to enemies who are at full health.
Enchantment descriptions
Available effects and tiers can differ between items.
View 42 tier descriptions
Somersault I
Grants 1 additional rolls.
Somersault II
Grants 2 additional rolls.
Somersault III
Grants 3 additional rolls.
Buddy Brew I
Potion usage creates a Regenerating well for allies lasting 2 seconds.
Buddy Brew II
Potion usage creates a Regenerating well for allies lasting 4 seconds.
Buddy Brew III
Potion usage creates a Regenerating well for allies lasting 6 seconds.
Barrier Brew I
Potion usage creates a Fortifying well for allies lasting 2 seconds.
Barrier Brew II
Potion usage creates a Fortifying well for allies lasting 4 seconds.
Barrier Brew III
Potion usage creates a Fortifying well for allies lasting 6 seconds.
Cow Stampede I
Slamming into enemies deals damage and knocks them back.
Cow Stampede II
Slamming into enemies deals damage and knocks them back.
Cow Stampede III
Slamming into enemies deals damage and knocks them back.
Artifact Amplifier I
The Artificing status granted on artifact use has a declared duration of 6 seconds.
Artifact Amplifier II
The Artificing status granted on artifact use has a declared duration of 7.5 seconds.
Artifact Amplifier III
The Artificing status granted on artifact use has a declared duration of 9 seconds.
Power Amplifier I
After artifact use, the declared damage amplification parameter for the next melee or ranged attack is 20%. Stacking and final damage calculations remain unverified.
Power Amplifier II
After artifact use, the declared damage amplification parameter for the next melee or ranged attack is 30%. Stacking and final damage calculations remain unverified.
Power Amplifier III
After artifact use, the declared damage amplification parameter for the next melee or ranged attack is 40%. Stacking and final damage calculations remain unverified.
Gravity Pulse I
Numeric details for this effect are not listed.
Gravity Pulse II
Numeric details for this effect are not listed.
Gravity Pulse III
Numeric details for this effect are not listed.
Dynamo I
After a roll, the declared damage amplification parameter for the next melee or ranged attack is 20%. Stacking and final damage calculations remain unverified.
Dynamo II
After a roll, the declared damage amplification parameter for the next melee or ranged attack is 30%. Stacking and final damage calculations remain unverified.
Dynamo III
After a roll, the declared damage amplification parameter for the next melee or ranged attack is 40%. Stacking and final damage calculations remain unverified.
Health Synergy I
Artifact usage heals 15% of your maximum health.
Health Synergy II
Artifact usage heals 25% of your maximum health.
Health Synergy III
Artifact usage heals 35% of your maximum health.
Springload I
Artifact usage grants the Hurrying status for 4 seconds, increasing movement speed.
Springload II
Artifact usage grants the Hurrying status for 5 seconds, increasing movement speed.
Springload III
Artifact usage grants the Hurrying status for 6 seconds, increasing movement speed.
Ender Quiver I
Grants 2 additional arrows.
Ender Quiver II
Grants 3 additional arrows.
Ender Quiver III
Grants 4 additional arrows.
Critical Quiver I
Critical hits restore 1 arrows.
Critical Quiver II
Critical hits restore 3 arrows.
Critical Quiver III
Critical hits restore 5 arrows.
Ancient Alchemy I
Potion usage grants 30 souls.
Ancient Alchemy II
Potion usage grants 45 souls.
Ancient Alchemy III
Potion usage grants 60 souls.
Tumbleshot I
A roll fires 1 arrow. Damage is 110% of ranged weapon damage (not a percentage increase).
Tumbleshot II
A roll fires 1 arrow. Damage is 120% of ranged weapon damage (not a percentage increase).
Tumbleshot III
A roll fires 2 arrows. Damage is 130% of ranged weapon damage (not a percentage increase).