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Sentient Weapon/Filigrees

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Filigrees are ingredients, found during questing, that can be added to a Sentient Weapon to increase its power. They work in a similar manner to augments, i.e. a filigree fits into an open slot on the weapon. A weapon can only have one of each filigree: two of the same filigree cannot be slotted in one weapon (rare and non-rare versions of the same named filigree count as the same for slotting purposes).

Sentient filigrees can currently be obtained from chests in:

They may be added to more packs in the future. Filigrees drop in both Wilderness and Quest chests, although higher quest difficulty settings result in an increased chance of Filigree drops.

Filigrees are unbound, and can be traded and auctioned. Filigrees can be (auto-)collected into an augment bag, and can be found under "Item Augments" in the Auction House and Shard Exchange.

A Sentient Weapon is created by adding a sentient jewel to an eligible weapon, and starts with one open filigree slot. More filigree slots are created by feeding named items to the sentient jewel, to a maximum of 7 slots. An 8th slot can be unlocked using Spark of Memory.

Filigree Sets[edit]

Filigrees are grouped into sets. When more than one filigree from the same set is added to a single weapon, additional Set Bonus benefits are gained. Further benefits are gained as more filigrees are added. Some sets only grant Set Bonuses for the first 3 pieces of a set added to the weapon; other sets grant additional Set Bonuses at 4 and 5 pieces. There are always more pieces to a set than there are set bonuses, allowing choice in the filigrees slotted to achieve the Set Bonus.

There are well over two dozen different filigree sets:

  • Each set has from 4 to 9 unique filigrees in it
  • Different filigrees vary in rarity - some sets are less common than others
    • Filigrees from rare sets are not labelled as such - they are, however, noted in the list below
  • All filigrees can drop with a rare bonus effect in addition to the standard one e.g. Celerity: Dexterity can also drop as Celerity: Dexterity (Rare)
    • Filigrees with rare bonus effects are labelled (Rare) in the item name, with the bonus effect listed in addition to the standard effect

Unless specifically noted, all bonuses listed are unique bonuses and stack with everything, including other unique bonuses:

  • Filigrees with the same effect from the same set cannot be added to the same Sentient Weapon and thus do not stack
  • Filigrees with the same effect from different sets can be added to the same Sentient Weapon and do stack (unless noted otherwise)

Click the set name to jump to the relevant set:



(The) Beast's Mantle
Name Effect Rare bonus effect Set bonus
The Beast's Mantle: Constitution +1 Constitution +2 PRR
  • 2 Pieces: +10 Natural Armor
  • 3 Pieces: +10% Fortification Bypass
  • 4 Pieces: Beasts Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in slashing damage. This effect will not stack with other Sentience weapon procs.
The Beast's Mantle: Melee Power +3 Melee Power +2 Melee Power
The Beast's Mantle: Rage +2 Uses of Rage +2 MRR
The Beast's Mantle: Ranged Power +3 Ranged Power +2 Ranged Power
The Beast's Mantle: Strength +1 Strength +2 PRR
(The) Blood Feast
Name Effect Rare bonus effect Set bonus
The Blood Feast: Constitution +1 Constitution +2 PRR
  • 2 Pieces: +1 Constitution
  • 3 Pieces: +5 Physical Resistance Rating
  • 4 Pieces: +5 Melee Power
  • 5 Pieces: When you activate Rage: Gain 100 Temporary Hit Points per character Epic Level.
The Blood Feast: Dexterity +1 Dexterity +2 PRR
The Blood Feast: Healing Amp +10 Healing Amplification +2 PRR
The Blood Feast: Melee Power +3 Melee Power +2 Melee Power
The Blood Feast: MRR +3 Magical Resistance Rating +2 PRR
The Blood Feast: PRR +3 Physical Resistance Rating +2 MRR
The Blood Feast: Strength +1 Strength +2 PRR
Celerity
Name Effect Rare bonus effect Set bonus
Celerity: Dexterity +1 Dexterity +2 PRR
  • 2 Pieces: +2 Doublestrike and Doubleshot
  • 3 Pieces: Permanent Haste spell
    (15% melee/ranged attack speed - tests)
Celerity: Dodge +1% Dodge +2 PRR
Celerity: Dodge and Maximum Dodge +1% Dodge and Maximum Dodge +2 MRR
Celerity: Intelligence +1 Intelligence +2 MRR
Celerity: Reflex +2 Reflex +2 MRR
(The) City's Beacon
Name Effect Rare bonus effect Set bonus
The City's Beacon: Fortification +25% Fortification +2 PRR
  • 2 Pieces: Your melee strikes have a chance to give you +20 MRR for 10 seconds.
  • 3 Pieces: Your melee strikes have a chance to give you +20 PRR for 10 seconds.
  • 4 Pieces: Your melee strikes have a chance to give you Displacement for 10 seconds.
The City's Beacon: Intelligence +1 Intelligence +2 MRR
The City's Beacon: Melee Power +3 Melee Power +2 Melee Power
The City's Beacon: Strength +1 Strength +2 PRR
The City's Beacon: Sunder +1 Sunder DC's +2 PRR
The City's Beacon: Trip +1 Trip DC's +2 PRR
(The) Cry of Battle*
Name Effect Rare bonus effect Set bonus
The Cry of Battle: Constitution +1 Constitution +2 PRR
  • 2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
  • 3 Pieces: Your minions gain (an additional) +4 to all ability scores and +20 Melee Power, PRR and MRR
The Cry of Battle: Fortitude +2 Fortitude saving throws +2 PRR
The Cry of Battle: Physical Resistance Rating +3 Physical Resistance Rating +2 MRR
The Cry of Battle: Will +2 Will saving throws +2 MRR
Bug: * CoB is currently not working. [Forums]
Deadly Rain (Rare)
Name Effect Rare bonus effect Set bonus
Deadly Rain: Attack and Damage +1 to hit and damage +2 PRR
  • 2 Pieces: +5 Ranged Power
  • 3 Pieces: +2 Damage
  • 4 Pieces: +3% Chance to Deflect Missiles
  • 5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds
Deadly Rain: Critical Confirmation and Damage +2 to critical confirmation rolls and damage +2 PRR
Deadly Rain: Dexterity +1 Dexterity +2 PRR
Deadly Rain: PRR +3 Physical Resistance Rating +2 MRR
Deadly Rain: Ranged Power +3 Ranged Power +2 Ranged Power
Deadly Rain: Reflex +2 Reflex saving throws +2 MRR
Deadly Rain: Wisdom +1 Wisdom +2 MRR
Electrocution
Name Effect Rare bonus effect Set bonus
Electrocution: Air Elemental Protection The charge of Air Elementals will not knock you down. +2 MRR
  • 2 Pieces: +50 Electric Spellpower
  • 3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs.
  • 4 Pieces: You gain a permanent Energy Sheath (Electric) (50% absorption but no reactive damage)
Electrocution: Constitution +1 Constitution +2 PRR
Electrocution: Electric Absorption +5% Electric Absorption +2 MRR
Electrocution: Electric Spellpower +9 Electric Spellpower +2 PRR
Electrocution: Fortitude +2 Fortitude saving throws +2 PRR
Electrocution: MRR +3 Magical Resistance Rating +2 PRR
Electrocution: PRR +3 Physical Resistance Rating +2 MRR
Embraced by Light
Name Effect Rare bonus effect Set bonus
Embraced by Light: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +5 Healing Amplification
  • 3 Pieces: +10 Spellpower
  • 4 Pieces: +1 to all saving throws
  • 5 Pieces: +2 caster levels with healing spells
Embraced by Light: Constitution +1 Constitution +2 PRR
Embraced by Light: Healing Amp +10 Healing Amplification +2 MRR
Embraced by Light: Light Spellpower +9 Light Spellpower +4 Spellpower
Embraced by Light: MRR +3 Magical Resistance Rating +2 PRR
Embraced by Light: Positive Spellpower +9 Positive Spellpower +4 Spellpower
Embraced by Light: Turn Undead +2 to Turn Undead checks +4 Spellpower
Embraced by Light: Wisdom +1 Wisdom +2 MRR
(The) Enlightened Step
Name Effect Rare bonus effect Set bonus
The Enlightened Step: Constitution +1 Constitution +2 PRR
  • 2 Pieces: +5 Healing Amplification
  • 3 Pieces: +5 Melee Power, +5 Ranged Power
  • 4 Pieces: +5 Physical Resistance Rating
  • 5 Pieces: +2 Doublestrike, +2% Doubleshot
The Enlightened Step: Dexterity +1 Dexterity +2 PRR
The Enlightened Step: Light Absorption +5% Light Absorption +2 MRR
The Enlightened Step: Strength +1 Strength +2 PRR
The Enlightened Step: Will +2 Will saving throws +2 MRR
The Enlightened Step: Wisdom +1 Wisdom +2 MRR
Eye of the Beholder
Name Effect Rare bonus effect Set bonus
Eye of the Beholder: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +4 Concentration
  • 3 Pieces: +1 Spell Penetration
  • 4 Pieces: +2 to the DCs of all spells
Eye of the Beholder: Intelligence +1 Intelligence +2 MRR
Eye of the Beholder: MRR +3 Magical Resistance Rating +2 PRR
Eye of the Beholder: Spellpower +6 Universal Spellpower +4 Spellpower
Eye of the Beholder: Will +2 Will saving throws +2 MRR
Eye of the Beholder: Wisdom +1 Wisdom +2 MRR
Frozen Wanderer
Name Effect Rare bonus effect Set bonus
Frozen Wanderer: Intelligence +1 Int +2 PRR
  • When 2 pieces are equipped: +5% Cold Spell Crit
  • When 3 pieces are equipped: +10 MRR Cap
  • When 4 pieces are equipped: Cold Mastery: Gain 50 Cold Spellpower. Melee and Ranged attacks get 4d6+1d6 per epic character level in cold damage. This effect will not stack with other sentient weapon procs.
Frozen Wanderer: Charisma +1 Charisma +2 PRR
Frozen Wanderer: Wisdom +1 Wisdom +2 PRR
Frozen Wanderer: PRR +3 Physical Resistance Rating +2 MRR
Frozen Wanderer: Cold Spell Power +9 Cold Spellpower +4 Spellpower
Frozen Wanderer: Arcane Spell Failure -10% Arcane spell failure +4 Spellpower
Frozen Wanderer: Cold Absorption +5% Cold Absorption +2 MRR
Grandfather's Shield
Name Effect Rare bonus effect Set bonus
Grandfather's Shield: Armor Class +2 Armor Class +2 PRR
  • 2 Pieces: +5 Physical Resistance Rating
  • 3 Pieces: +5% Armor Class
  • 4 Pieces: +2 Will saving throws
Grandfather's Shield: Constitution +1 Constitution +2 PRR
Grandfather's Shield: Healing Amp +10 Healing Amplification +2 PRR
Grandfather's Shield: PRR +3 Physical Resistance Rating +2 MRR
(The) Inevitable Grave
Name Effect Rare bonus effect Set bonus
The Inevitable Grave: Intelligence +1 Intelligence +2 MRR
  • 2 Pieces: +10 Spellpower
  • 3 Pieces: +2 Will saving throws
  • 4 Pieces: +2 to DCs of Necromancy Spells
The Inevitable Grave: Negative Healing Amplification +20% Negative Healing Amplification +2 PRR
The Inevitable Grave: Negative Spell Power +9 Negative Spell Power +4 Spellpower
The Inevitable Grave: PRR +3 Physical Resistance Rating +2 MRR
(The) Long Shadow
Name Effect Rare bonus effect Set bonus
The Long Shadow: Attack and Damage +1 to hit and damage +2 PRR
  • 2 Pieces: +5 Melee and Ranged Power
  • 3 Pieces: Assassin's Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in acid damage. This effect will not stack with other Sentience weapon procs.
  • 4 Pieces: +1% to Dodge and Maximum Dodge
  • 5 Pieces: +2 to Assassinate DCs
The Long Shadow: Charisma +1 Charisma +2 MRR
The Long Shadow: Dexterity +1 Dexterity +2 PRR
The Long Shadow: Intelligence +1 Intelligence +2 MRR
The Long Shadow: Melee Power +3 Melee Power +2 Melee Power
The Long Shadow: Ranged Power +3 Ranged Power +2 Ranged Power
The Long Shadow: Reflex +2 Reflex saving throws +2 MRR
The Long Shadow: Stealth +2 to Hide and Move Silently +2 PRR
Melony's Melody
Name Effect Rare bonus effect Set bonus
Melony's Melody: Bard Songs +2 Bard Songs per rest +2 MRR
  • 2 Pieces: 50 Spell Points
  • 3 Pieces: +1 Charisma
  • 4 Pieces: +2 DC for Enchantment spells
Melony's Melody: Charisma +1 Charisma +2 MRR
Melony's Melody: Intelligence +1 Intelligence +2 MRR
Melony's Melody: Perform +4 Perform Skill +2 PRR
Melony's Melody: Spellpower +6 Spellpower +4 Spellpower
Melony's Melody: Will +2 Will saving throws +2 MRR
Nystul's Mystical Defense
Name Effect Rare bonus effect Set bonus
Nystul's Mystical Defense: Acid Absorption +5% Acid Absorption +2 MRR
  • 2 Pieces: +5 Magical Resistance Rating
  • 3 Pieces: +1 to all saving throws.
  • 4 Pieces: +100 Hit Points
  • 5 Pieces: Your Max MRR Cap is increased by 40.
Nystul's Mystical Defense: Cold Absorption +5% Cold Absorption +2 MRR
Nystul's Mystical Defense: Constitution +1 Constitution +2 PRR
Nystul's Mystical Defense: Electric Absorption +5% Electrical Absorption +2 MRR
Nystul's Mystical Defense: Fire Absorption +5% Fire Absorption +2 MRR
Nystul's Mystical Defense: MRR +3 Magical Resistance Rating +2 PRR
Nystul's Mystical Defense: Sonic Absorption +5% Sonic Absorption +2 MRR
Nystul's Mystical Defense: Will +2 Will saving throws +2 MRR
One Against Many
Name Effect Rare bonus effect Set bonus
One Against Many: Attack and Damage +1 attack and damage +2 PRR
  • 2 Pieces: +5 Melee Power
  • 3 Pieces: +5% chance for glancing blows
  • 4 Pieces: Melee attacks have a 30% chance to debuff enemies melee and ranged power by 20 for 10 seconds.
One Against Many: Critical Confirmation and Damage +2 to critical confirmation rolls and damage +2 PRR
One Against Many: Dexterity +1 Dexterity +2 PRR
One Against Many: Melee Power +3 Melee Power +2 Melee Power
One Against Many: Strength +1 Strength +2 PRR
Otto's Irrevocable Power (Rare)
Name Effect Rare bonus effect Set bonus
Otto's Irrevocable Power: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +5 Magical Resistance Rating
  • 3 Pieces: +200 Spell Points
  • 4 Pieces: +2 to the DC of all spells
  • 5 Pieces: When you activate the epic feats Arcane Insight or Wellspring of Power your Spell Point Cost for all spells is reduced to 0 for 10 seconds.
Otto's Irrevocable Power: Constitution +1 Constitution +2 PRR
Otto's Irrevocable Power: Intelligence +1 Intelligence +2 MRR
Otto's Irrevocable Power: MRR +3 Magical Resistance Rating +2 PRR
Otto's Irrevocable Power: PRR +3 Physical Resistance Rating +2 MRR
Otto's Irrevocable Power: Spell Failure Reduction -10% Arcane spell failure +2 MRR
Otto's Irrevocable Power: Spellpower +6 Spellpower +4 Spellpower
Otto's Irrevocable Power: Will +2 Will saving throws +2 MRR
Prowess (Rare)
Name Effect Rare bonus effect Set bonus
Prowess: Attack and Damage +1 to hit and damage +2 PRR
  • 2 Pieces: +5 Physical Resistance Rating
  • 3 Pieces: +5 Melee Power
  • 4 Pieces: +2 Action Boosts
  • 5 Pieces: Gain +75 Melee Power for 10 seconds when an action boost is used.
Prowess: Critical Confirmation and Damage +2 to critical confirmation rolls and damage +2 PRR
Prowess: Dexterity +1 Dexterity +2 PRR
Prowess: Melee Power +3 Melee Power +2 Melee Power
Prowess: MRR +3 Magical Resistance Rating +2 PRR
Prowess: PRR +3 Physical Resistance Rating +2 MRR
Prowess: Strength +1 Strength +2 PRR
Purity
Name Effect Rare bonus effect Set bonus
Purity: Constitution +1 Constitution +2 PRR
  • 2 Pieces: +5 Healing Amplification
  • 3 Pieces: Immune to Mummy Rot and Natural Diseases
  • 4 Pieces: Energy Drain Immunity
Purity: Death Block Death Block +2 MRR
Purity: Fortitude +2 Fortitude +2 PRR
Purity: Healing Amplification +10 Healing Amplification +2 PRR
Purity: Positive Spellpower +9 Positive Spellpower +4 Spellpower
Purity: Wisdom +1 Wisdom +2 MRR
Snake Bite
Name Effect Rare bonus effect Set bonus
Snake Bite: Attack and Damage +1 attack and damage +2 PRR
  • 2 Pieces: +4 saving throws versus Poison
  • 3 Pieces: Sentient Poison: Melee and Ranged attacks get 4d6 + 1d6 per epic character level in poison damage. This effect will not stack with other Sentient weapon procs.
Snake Bite: Constitution +1 Constitution +2 PRR
Snake Bite: Fortitude +2 Fortitude saving throws +2 PRR
Snake Bite: Poison Attacks +4 to the DC of Poison attacks +2 MRR
Snake Bite: Poison Protection Proof Against Poison +4 +2 PRR
Spines of the Manticore
Name Effect Rare bonus effect Set bonus
Spines of the Manticore: Attack and Damage +1 to hit and damage with all weapons +2 PRR
  • 2 Pieces: +2 Damage
  • 3 Pieces: +3% Chance to Deflect Missiles
  • 4 Pieces: +10 Ranged Power
Spines of the Manticore: Dexterity +1 Dexterity +2 PRR
Spines of the Manticore: Ranged Power +3 Ranged Power +2 Ranged Power
Spines of the Manticore: Reflex +2 Reflex saving throws +2 MRR
Spines of the Manticore: Strength +1 Strength +2 PRR
Sucker Punch
Name Effect Rare bonus effect Set bonus
Sucker Punch: Attack and Damage +1 to hit and damage +2 PRR
  • 2 Pieces: +5 Melee Power
  • 3 Pieces: +1d6 sneak attack damage
Sucker Punch: Dexterity +1 Dexterity +2 PRR
Sucker Punch: Melee Power +3 Melee Power +2 Melee Power
Sucker Punch: Strength +1 Strength +2 PRR
To Hell and Back
Name Effect Rare bonus effect Set bonus
To Hell and Back: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +5 Physical Resistance Rating
  • 3 Pieces: +10 Magical Resistance Rating
  • 4 Pieces: +1 to all saving throws
To Hell and Back: Constitution +1 Constitution +2 PRR
To Hell and Back: Fire Absorption +5% Fire Absorption +2 MRR
To Hell and Back: MRR +3 Magical Resistance Rating +2 PRR
To Hell and Back: Spellpower +6 Spellpower +4 Spellpower
Touch of Grace
Name Effect Rare bonus effect Set bonus
Touch of Grace: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +50 Spell Points
  • 3 Pieces: +20 Positive Spellpower
Touch of Grace: Healing Amp +10 Healing Amplification +2 MRR
Touch of Grace: Positive Spell Power +12 Positive Spellpower +4 Spellpower
Touch of Grace: Wisdom +1 Wisdom +2 MRR
Trapper's Delight
Name Effect Rare bonus effect Set bonus
Trapper's Delight: Alertness +2 Search, Spot, Listen +2 PRR
  • 2 Pieces: +1 Open Locks, Disable Device, Search, Spot, Trap Saves
  • 3 Pieces: +2 Open Locks, Disable Device, Search, Spot, Trap Saves
  • 4 Pieces: +3 Open Locks, Disable Device, Search, Spot, Trap Saves
Trapper's Delight: Dexterity +1 Dexterity +2 PRR
Trapper's Delight: Intelligence +1 Intelligence +2 MRR
Trapper's Delight: Reflex +2 Reflex saving throws +2 MRR
Trapper's Delight: Trap Saving Throws +4 saving throws versus traps +2 PRR
Treachery
Name Effect Rare bonus effect Set bonus
Treachery: Critical Confirmation and Damage +2 to critical confirmation rolls and damage +2 PRR
  • 2 Pieces: +5 Melee and Ranged Power
  • 3 Pieces: +1 Sneak attack dice
  • 4 Pieces: +2 to the DC of Assassinate
Treachery: Dexterity +1 Dexterity +2 PRR
Treachery: Intelligence +1 Intelligence +2 MRR
Treachery: Melee Power +3 Melee Power +2 Melee Power
Treachery: Stealth +2 to Hide and Move Silently +2 MRR
Treachery: Threat Reduction +50% Melee Threat Reduction +2 PRR
Twilight's Cloak
Name Effect Rare bonus effect Set bonus
Twilight's Cloak: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +2 Reflex Saving Throws
  • 3 Pieces: +5 Magical Resistance Rating
  • 4 Pieces: +1% Dodge and Maximum Dodge
  • 5 Pieces: +5% increased chance for miss with Displacement
Twilight's Cloak: Dexterity +1 Dexterity +2 PRR
Twilight's Cloak: Dodge +1% Dodge +2 PRR
Twilight's Cloak: Dodge and Maximum Dodge +1% Dodge and Maximum Dodge +2 PRR
Twilight's Cloak: Intelligence +1 Intelligence +2 MRR
Twilight's Cloak: Reflex +2 Reflex saving throws +2 MRR
Twilight's Cloak: Stealth +2 to Hide and Move Silently +2 PRR
Vigilance
Name Effect Rare bonus effect Set bonus
Vigilance: Alertness +2 Search, Spot, Listen +2 MRR
  • 2 Pieces: +50% Fortification
  • 3 Pieces: True Seeing
Vigilance: Fortitude +2 Fortitude saving throws +2 PRR
Vigilance: Reflex +2 Reflex saving throws +2 PRR
Vigilance: Will +2 Will saving throws +2 MRR
Vigilance: Wisdom +1 Wisdom +2 MRR
(The) Wreath of Flame
Name Effect Rare bonus effect Set bonus
(The) Wreath of Flame: Constitution +1 Constitution +2 PRR
  • 2 Pieces: +5% Fire Absorption
  • 3 Pieces: Permanent Fire Shield
  • 4 Pieces: Fire Mastery: Gain 50 Fire Spellpower and Melee and Missile attacks do 4d6 +1d6 per epic character level in fire damage. This effect will not stack with other Sentience weapon procs.
The Wreath of Flame: Fire Absorption +5% Fire Absorption +2 MRR
The Wreath of Flame: Fire Spellpower +9 Fire Spellpower +4 Spellpower
The Wreath of Flame: Fortitude +2 Fortitude +2 PRR
The Wreath of Flame: Melee Power +3 Melee Power +2 Melee Power
The Wreath of Flame: Ranged Power +3 Ranged Power +2 Ranged Power
Zephyr (Rare)
Name Effect Rare bonus effect Set bonus
Zephyr: Charisma +1 Charisma +2 MRR
  • 2 Pieces: +5 Magical Resistance Rating
  • 3 Pieces: +1% Dodge and Maximum Dodge
  • 4 Pieces: Immune to slippery surfaces
  • 5 Pieces: Immune to knockdown
Zephyr: Dexterity +1 Dexterity +2 PRR
Zephyr: Dodge +1% Dodge +2 PRR
Zephyr: Doubleshot +1% Doubleshot +2 Ranged Power
Zephyr: Doublestrike +1% Doublestrike +2 Melee Power
Zephyr: Feather Fall Permanent Feather Fall +2 MRR
Zephyr: Intelligence +1 Intelligence +2 MRR
Zephyr: MRR +3 Magical Resistance Rating +2 PRR
Zephyr: Reflex +2 Reflex +2 MRR