Spells & Talents
Deathknight spells:
Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side.
Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.
Chromatic Rune Mastery - Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
Degeneration (Rank 3, Level 76) - Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing ${$m2*7} over 15 sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.
Dancing Runeblade - Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
Hungering Cold - A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
Unholy Blight - A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
Corpse Explosion - "Target a corpse, causing it to explode for 12 damage per 10 Runic Power to all enemies within 10 yards."
Mark of Blood (spell or talent?) - "Place a Mark of Blood on an enemy or ally. Whenever the marked target is healed, all party members receive a fraction of that healing. If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Each person can be healed for a maximum of 3000 per Mark."
Deathknight talents:
Black Ice - Increases your Frost and Unholy spell damage by 1/2/3/4/5%.
Dirge - Whenever you kill a diseased target that yields experience or honor you have a 1/2/3/4/5% chance of the corpse riding as a free Ghoul. You can have a maximum of 2 Ghouls at one time.
Spell Deflection - Reduces all spell damage taken by 3/6/9/12/15% for 10 sec following a successful parry.
Bladed Armor - You gain 4/8/12/16/20 attack power for every 1000 points of your armor value.
Butcher - Whenever you kill an enemy that grants experience or honor, you generate Runic Power. In addition, Runic Power takes longer to decay outside of combat.
Bone Armor (Rank 1) - "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min." [Power type: 5, power cost: 25, cooldown: 30 sec]
Chromatic Rune Mastery - "Whenever a Blood, Frost or Unholy Rune activates, it has a 2/4/6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."
Rage of Rivendare - You do 2/4/6/8/10% additional weapon damage to diseased targets.
Tundra Stalker - "You deal 2/4/6/8/10% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold."
Deathchill (Rank 1, Level 56) - "Launches an Icy Touch at every enemy within 40 yards, dealing 4 damage per Runic Power to each target and causing a high amount of threat." [0 power cost, cooldown: 60 sec]
Wandering Plague - "When the diseases you inflicted upon an enemy target cause damage, there is a 5/10/15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage."
Improved Corpse Explosion - "While Corpse Explosion is active, corpses have a 10/15/20/25/30% chance to explode for increased damage."
Crypt Fever - "Diseases caused by you or your Ghouls also reduce an enemy's attributes by 5/10/15% per disease."
Ravenous Dead - "Increases the Strength of you and your ghouls by 1/2/3/4/5% and reduces the cooldown on Raise Dead by 30 sec."
Pestilence - "When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10/20/30% chance of producing 1/1-3/3-5 Blood Worms. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed."
Sudden Doom - "Your Blood Strikes have a 4/8/12/16/20% chance to make your next Death Coil consume no Runic Power if cast within 8 sec."
Scent of Blood - "After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your melee hits to steal life from the enemy for the next 6 sec."
Rogue spells/talents are NOT currently in the DBC files. The patch notes also do not state that their new skills are available.
Warrior spells/talents:
Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack 28/26/24/22/20% slower then normal
Strength of Arms - Increases your Strength and total health by 1/2/3/4/5%.
Shockwave - "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within $a1 yards in a frontal cone for $d. This ability causes a high amount of threat."
Sword and Board - When your Devastate and Shield Slam abilities deal damage they have a 2/4/6/8/10% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.
Safeguard - ,"Reduces damage taken by the target of your Intervene ability by 20/40/60% for 6 sec. In addition, your Charge, Intercept and Intervene abilities have a 33%/66%/100% chance to remove all movement impairing effects when used."
Trauma - "Your normal melee critical strikes increase the effectiveness of Bleed effects on the target by 15/30% for 15 sec."
_Bladestorm - Instantly Whirlwind all nearby targets and for the next 4.5 sec you will perform a whirlwind attack every 1.5 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed. [25 rage, cooldown: 90 sec]
Stalwart Protector - You gain 1/2 rage every time you parry or dodge an attack.
Furious Resolve - Reduces threat caused by attacks in Battle and Berserker Stance by 4/7/10% and increases your total Stamina by 1/3/5%.
Mighty Blow - Inflicts normal damage plus $s1 to an enemy, knocking it back.
Mage spells/talents:
Arcane Barrage (Rank 3, Level 80, 610 mana, instant, 3 sec cooldown) - Launches several missiles at the enemy target, causing 936-1145 Arcane damage.
(Rank 1, 60, 335 mana, 385-470)
(Rank 2, 70, 405 mana, 709-866)
Burnout - Increases your spell critical damage bonus with all Fire spells by 5/10/15/20/25% but every time you critical with a Fire spell you lose an additional ?[internal entry blank]% of your total mana.
Chilled to the Bone - Increases the damage caused by your Frostbolt and Ice Lance spells by 1/2/3/4/5% and reduces the movement speed of all chilled targets by an additional 2/4/6/8/10%.
Deep Freeze - Stuns the target for 5 sec. Only usable on Frozen targets. [30 sec cooldown]
Frostfire Bolt (Rank 1, Level 75) - "Launches a bolt of frostfire at the enemy, causing 629-732 Fire damage, slowing movement speed by 40% and causing an additional 57 Fire damage over 9 sec. If the target is more vulnerable to Frost damage, this spell will cause Frost instead of Fire damage."
Netherwind Presence - Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a 1/2/3/4/5% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant.
Despite the similar name and effect, this is not the same as the tier 2 bonus.
Food: Sweet Potato Pie (75), Strudel (79)
Water: Rain Water (74), Crystal Spring Water (78)
Gem: Mana Sapphire (77, 3412 mana)
Druid spells/talents
Living Seed - When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a $h% chance to plant a Living Seed on the target for $s1% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts $48504d.
Spark of Nature- "Increases the critical effect chance of your Swiftmend and Nourish spells by $s1%."
Improved Tree of Life- "Increases your Armor while in Tree of Life Form by $s1%, and increases the effect of your Bark's Blessing by $s2%"
Nature's Fury - "Converts $s2% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a $h% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times.
Starfall - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing $50288s1 Arcane damage, and an additional $50294s1 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts $d."
Infected Wounds - Your Shred, Maul and Mangle attacks have a $h% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by $48482s1%. Stacks up to 5 times. Lasts $48482d.
Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
Flourish - "Heals friendly party or raid members within $a1 yards of the target for $o1 over $d. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration."
Improved Moonkin Form Rank 1-3 - "Your Moonkin Aura also causes affected targets to have a $s1% chance to gain $50172s1% spell haste when they critically hit with spells for $50172d seconds. This effect cannot occur more than once every few seconds."
Replenish - "Your Rejuvenation and Flourish spells have a $s1% chance to restore $48540s1 Energy, $48541s1 Rage, $s2% Mana or $48543s1 Runic Power per tick."
Typhoon - "You summon a violent Typhoon that does $48611s1 Nature damage when in contact with hostile targets, slowing their movement speed by $48609s2%. If hit twice from the same Typhoon, the enemy will be knocked back 5 yards. Typhoon will travel 20 yards and last up to $d."
Gale Winds - "Increases damage done by your Hurricane and Typhoon spells by $s1%, and increases the range of your Cyclone spell by $s2."
Defense Curl - "You have a $h% chance when critically struck while in Bear Form, Dire Bear Form and Cat Form to increase your Agility and Armor by 40% for $48493d."
Owlkin Frenzy - "Attacks done to you while in Moonkin form have a $h% chance to cause you to go into a Frenzy, increasing your spell haste by 25% and increasing your damage by 10%. Lasts 10 sec."
Eclipse - "When you critically hit with Starfire, you have a $h% chance of increasing damage done by Wrath by $48517s1%. When you critically hit with Wrath, you have a $48524h% chance of increasing your critical strike chance with Starfire by $48518s1%. Effect lasts $s2 sec."
Shaman spells/talents
Mind Shock - Shocks an enemy with concussive force, inflicting Nature damage and slowing attack and casting speeds by $s2% for $d.Time between attacks increased by $s2%.
Temporal Rift - Channels a temporal rift on an enemy target for $d. While trapped in the rift, all damage done to the target is increased by $s1%. In addition, for every 2000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
(Unknown name) - "Halts the passage of time, freezing all enemies within $r1 in place for $d. This attack applies 5 Shock Charges to each affected target
Priest spells/talents
Dispersion - You disperse into pure shadow energy, reducing all damage taken by $s1%. You are unable to attack or cast spells, but you regenerate $s2% health and mana every 1 sec for $d.
Persecution - Gives your Holy damage spells a $h% chance to Incapacitate the target for $47654d
Mind Rot - Drains $o1 mana from the target over $d.Mana drain, $s1 points every 5 seconds.
Mind Twisting - "Deals $s1 damage and knocks the targets up in the air."
Nightmare - "Assault the target's mind, causing a powerful nightmare that deals $s2 Shadow damage to all enemies within 10 yards of the target. Lasts $d."
Rapture - Causes your party members to gain mana equal to ${$m1/2}.1% of the healing done by your Greater Heal, Flash Heal and Penance spells.
Divine Providence - "Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by $s1%."
Guardian Spirit - "Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts $48151d."
Growing Pains - "Converts $s3% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a $h% chance to refresh the duration of your Shadow Word: Pain on the target."
Psychic Horror - " Causes your Psychic Scream spell to have a chance to Fear the target in horror for $d sec."
Improved Shadowform - "Your Fade ability now has a $s1% chance to remove all movement impairing effects when used while in Shadowform, and gives you a $s2% chance to avoid interruption caused by damage when casting any Shadow spell while in Shadow form."
Serendipity - "If your Greater Heal or Flash Heal spells heal the target for less than 50% of its intended effect, you have a $h% chance to be refunded the mana cost of the spell. This effect has a 10 second cooldown."
Kindling Soul - "Your spell damage is increased by $s2% of your Spirit, and your spell criticals increase your Spirit by $47427s1% for 10 sec."
Aspiration - "Reduces the cooldown of your Inner Focus, Power Infusion and Pain Suppression spells by $s1%."
Divine Aegis - "Critical heals create a protective shield on the target, absorbing $s1% of the amount healed. Lasts $47753d."
Grace - "Your Flash Heal, Greater Heal, and Penance spells bless the target with Grace, reducing damage done to the target by $47932s1%, and increasing healing done to the target by $47932s2%. This effect will stack up to 3 times."
Dark Spirit - "Increases your Shadow damage by up to $s1% of your total Spirit."
Test of Faith - "Increases healing by $s1% and spell critical effect chance by $s2% on friendly targets at or below 50% health."
Mark of Divinity - "Marks the target with Divinity, causing 30% of all of your healing to also heal the target."
Divine Hymn - "You recite a holy hymn, granting your party protection from attackers. Any attacks done to you or your party will cause the attacker to be afflicted by sleep for $48037d. Divine Hymn will last $47953d."
Mind Sear - "Causes an explosion of shadow magic around the enemy target, causing $s1 Shadow damage every $f sec for $d to all targets within $49821a1 yards."
Warlock spells/talents
Everlasting Affliction - Your Corruption, Siphon Life and Seed of Corruption spells gain an additional $s2% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a $h% chance to reset the duration of your Corruption spell on the target.
Atrocity - "You devastate the area, causing Corruption (Rank 8) to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration."
Love Struck - "While the Succubus is active, physical attacks done to you or your Succubus have a chance to heal you or your Succubus instead of doing damage. The healing caused by Love Struck will not exceed 50% of the Warlock or Succubus' total health. This effect has a 6 second cooldown."
Demonic Pact - Increases your Spirit by $s1% while your Demon is active. In addition, your pet attacks have a $s2% chance to increase your party's total Health and Damage by $48090s1%. Stacks up to 3 times. Lasts $48090d.
Metamorphosis - "You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned."
When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned. Lasts $d.
Eternal Flames - Your Searing Pain and Incinerate spells have a $h% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional $s2%.
Decimate - Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.
Haunt - You send a corrupted soul into the target, doing $s1 damage over 2 sec. Haunt will continue to travel between targets who suffer from your Corruption spell. After traveling from up to three targets, the corrupted soul will return to you, healing you for 50% of the total damage done."
Empowered Imp- Increases the damage done by your Imp by $s1%, and all critical hits done by your Imp have a $h% chance to increase your spell critical hit chance by 100%. This effect lasts 8 sec.
Molten Core - Your Shadow spells and damage over time effects have a $h% chance to increase the damage of your Fire spells by 10% for 6 sec.
Backdraft - Increases the critical chance of your Conflagrate, Immolate and Shadowflame spells by $s1
Torture - After you critically strike with a Shadow spell, your next Searing Pain or Immolate spells have a @% chance to become instant cast. This ability has a 20 second cooldown.
Eradication - Your Corruption, Siphon Life, and Curse of Agony ticks have a $h% chance to increase your spell casting speed by $s1% for 8 sec. This effect has a 10 second cooldown.
Fel Synergy - Your Summoned Demons share an additional $s1% of your Armor, Intellect and Stamina, and you have a $s2% chance to heal your pet for 15% of the amount of damage done by you.
Demonic Empathy - When you or your pet is critically hit, the other has a $h% chance to have their casting or attack speed increased by $48069s1% for $48069d.
Shadowflame - Targets in a cone in front of the caster take $47897s1 Shadow damage and an additional $47960o1 Fire damage over $47960d.
Paladin
Martyr - "Redirect all harmful spells directed at friendly targets to yourself for $d."
Unsure
Improved Icebound Fortitude - "Increases the duration of your Icebound Fortitude. In addition your Icebound Fortitude will dispel any damage over time effects and replace them with heal over time effects. Armor increased by $s2%. Immune to Stun effects."
Miner's Revenge - "Hurls your pick axe at the target, inflicting $s1 Physical damage, ignoring any armor."
Shield Break - Break down the enemy's defenses, disarming any shield they have equipped or reducing the chance the enemy will block by $s3% for $d.
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Professions
• The following tradeskills are available to train up to 450: First Aid, Herbalism, Mining, and Skinning.
Enchanting
Enchant Cloak - Haste: "Permanently enchant a cloak to increase haste rating by 20. Requires a level 60 or higher item."
Enchant Cloak - Wisdom: "Permanently enchant a cloak to reduce threat slightly and increase Spirit by 10. Requires a level 60 or higher item."
Enchant Cloak - Mighty Armor: "Permanently enchant a cloak to give 225 additional armor. Requires a level 60 or higher item."
Enchant Cloak - Superior Shadow Resistance: "Permanently enchant a cloak to increase Shadow resistance by 20. Requires a level 60 or higher item."
Enchant Cloak - Titanweave: "Permanently enchant a cloak to increase defense rating by 16. Requires a level 60 or higher item."
Enchant Cloak - Spell Piercing: "Permanently enchant a cloak to increase spell penetration by 35. Requires a level 60 or higher item."
Enchant Cloak - Superior Agility: "Permanently enchant a cloak to increase Agility by 16. Requires a level 60 or higher item."
Enchant Cloak - Superior Fire Resistance: "Permanently enchant a cloak to increase Fire resistance by 20. Requires a level 60 or higher item."
Enchant Cloak - Shadow Armor: "Permanently enchant a cloak to increase stealth slightly and increase Agility by 10. Requires a level 60 or higher item."
Enchant Cloak - Superior Arcane Resistance: "Permanently enchant a cloak to increase Arcane resistance by 20. Requires a level 60 or higher item."
Enchant Cloak - Superior Frost Resistance: "Permanently enchant a cloak to increase Frost resistance by 20. Requires a level 60 or higher item."
Enchant Cloak - Superior Fire Resistance: "Permanently enchant a cloak to increase Fire resistance by 20. Requires a level 60 or higher item."
Enchant Cloak - Superior Nature Resistance: "Permanently enchant a cloak to increase Nature resistance by 20. Requires a level 60 or higher item."
Enchant Chest - Exceptional Health: "Permanently enchant chest armor to increase health by 275. Requires a level 60 or higher item."
Enchant Chest - Greater Defense: "Permanently enchant chest armor to increase defense rating by 16. Requires a level 60 or higher item."
Enchant Chest - Exceptional Resilience: "Permanently enchant chest armor to increase resilience rating by 20. Requires a level 60 or higher item."
Enchant Chest - Greater Mana Restoration: "Permanently enchant chest armor to restore 8 mana every 5 seconds. Requires a level 60 or higher item."
Enchant Boots - Tuskar's Vitality: "Permanently enchant boots to give a minor movement speed increase and 15 Stamina. Requires a level 60 or higher level item."
Enchant Boots - Greater Fortitude: "Permanently enchant boots to increase Stamina by 22. Requires a level 60 or higher item."
Enchant Boots - Greater Vitality: "Permanently enchant boots to restore 6 mana and health every 5 seconds. Requires a level 60 or higher item."
Enchant Boots - Superior Agility: "Permanently enchant boots to increase Agility by 16. Requires a level 60 or higher item."
Enchant Boots - Greater Spirit: "Permanently enchant boots to increase Spirit by 18. Requires a level 60 or higher item."
Enchant Bracers - Greater Assault: "Permanently enchant bracers to increase attack power by 38. Requires a level 60 or higher item."
Enchant Bracers - Major Spirit: "Permanently enchant bracers to increase Spirit by 18. Requires a level 60 or higher item."
Enchant Bracers - Expertise: "Permanently enchant bracers to increase expertise rating by 15. Requires a level 60 or higher item."
Enchant Bracers - Exceptional Intellect: "Permanently enchant bracers to add +16 intellect. Requires a level 60 or higher item."
Enchant Bracers - Exceptional Intellect: "Permanently enchant bracers to add +16 intellect. Requires a level 60 or higher item."
Enchant Bracers - Major Healing: "Permanently enchant bracers to increase healing by 46 and spell damage by 16. Requires a level 60 or higher item."
Enchant Bracers - Greater Spellpower: "Permanently enchant bracers to increase damage and healing from spells by 20. Requires a level 60 or higher item."
Enchant Bracer - Major Stamina: "Permanently enchant bracers to increase Stamina by 16. Requires a level 60 or higher item."
Enchant Gloves - Greater Assault: "Permanently enchant gloves to add 32 attack power. Requires a level 60 or higher item."
Enchant Gloves - Exceptional Spellpower: "Permanently enchant gloves to increase your spell damage by up to 28. Requires a level 60 or higher item."
Enchant Gloves - Exceptional Healing: "Permanently enchant gloves to increase healing by up to 44 and spell damage by up to 15. Requires a level 60 or higher item."
Enchant Gloves - Major Agility: "Permanently enchant boots to increase your agility by 20. Requires a level 60 or higher item."
Enchant Gloves - Gatherer: "Permanently enchant gloves to increase Herbalism, Mining, and Skinning by 5. Requires a level 60 or higher item."
Enchant Gloves - Expertise: "Permanently enchant gloves to increase expertise rating by 15. Requires a level 60 or higher item."
Enchant Gloves - Greater Spell Strike: "Permanently enchant gloves to increase spell hit rating by 20. Requires a level 60 or higher item."
Enchant Shield - Exceptional Stamina: "Permanently enchant a shield to increase Stamina by 22. Requires a level 60 or higher item."
Enchant Shield - Defense: "Permanently enchant a shield to increase defense rating by 20. Requires a level 60 or higher item."
Enchant Weapon - Lifeward: "Permanently enchant a melee weapon to sometimes heal you. Requires a level 60 or higher item."
Enchant Weapon - Scourgebane: "Permanently enchant a melee weapon to increase attack power by $44594s1 against Undead. Requires a level 60 or higher item."
Enchant Weapon - Exceptional Spellpower: "Permanently enchant a melee weapon to increase spell damage and healing by up to 55. Requires a level 60 or higher item."
Enchant Weapon - Greater Savagery: "Permanently enchant a melee weapon to increase attack power by 90. Requires a level 60 or higher item."
Enchant Weapon - Exceptional Healing: "Permanently enchant a melee weapon to increase healing by up to 101 and spell damage by up to 34. Requires a level 60 or higher item."
Enchant Weapon - Exceptional Agility: "Permanently enchant a melee weapon to increase Agility by 26. Requires a level 60 or higher item."
Enchant Weapon - Exceptional Striking: "Permanently enchant a melee weapon to do 10 additional points of damage. Requires a level 60 or higher item."
Enchant Weapon - Exceptional Intellect: "Permanently enchant a melee weapon to increase Intellect by 45. Requires a level 60 or higher item."
Enchant Weapon - Exceptional Spirit: "Permanently enchant a melee weapon to increase Spirit by 45. Requires a level 60 or higher item."
Enchant Weapon - Icebreake: "Permanently enchant a Melee Weapon to sometimes inflict Fire damage. Requires a level 60 or higher item."
Enchant Weapon - Deathfrost: "Permanently enchant a weapon so your damaging spells and melee weapon hits occasionally inflict an additional 150 Frost damage and reduce the target's melee, ranged, and casting speed by 15% for 8 sec. Requires a level 60 or higher item."
Enchant Weapon - Giant Slayer: "Permanently enchant a melee weapon to have a chance of reducing movement speed and doing additional damage against Giants. Requires a level 60 or higher item."
Enchant Ring - Greater Spellpower: "Permanently enchant a ring to increase spell damage and healing by up to 23. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
Enchant Ring - Haste: "Permanently enchant a ring to increase haste rating by 20. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
Enchant Ring - Greater Healing Power: "Permanently enchant a ring to increase healing by up to 44 and spell damage by up to 15. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
Enchant Ring - Assault: "Permanently enchant a ring to increase attack power by 40. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
Enchanted White Wand: "Creates an enchanted white wand."
Enchanted Crimson Wand: "Creates an enchanted crimson wand."
Exceptional Mana Oil: "While applied to target weapon it restores 19 mana to the caster every 5 seconds. Lasts for 1 hour."
Exceptional Wizard Oil: "While applied to target weapon it increases spell damage by up to 56. Lasts for 1 hour."
Mining
Smelt Froststeel : "Allows the miner to smelt 3 azurite bars and an eternal water into a froststeel bar. Requires a forge."
Smelt Hardened Azurite : "Allows the miner to smelt 10 azurite bars into a hardened azurite bar. Requires a forge."
Smelt Azurite : "Allows the miner to smelt azurite ore into an azurite bar. Requires a forge."
Smelt Saronite : "Allows the miner to smelt 10 saronite ore into a saronite bar. Requires a forge."
Smelt Titansteel : "Allows the miner to smelt a saronite bar and titanium ore into a titansteel bar. Requires a forge."
Smelt Cobalt : "Allows the miner to smelt cobalt ore into a cobalt bar. Requires a forge."