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Alchemia Server ALCHEMIA SERVERThe world answers to your affinity
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Vocations

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Promotion: Chronomancer

Resonancer

Works with the cadence of existing affinities; sound and time describe the method, not a new force.

Playstyle

Prepares finite echoes, chooses when to consume them and uses brief control to create space.

Recommended for

For players who enjoy anticipating damage windows and controlling combat rhythm.

Primary role

Caster of echoes, offensive rhythm and magical protection

Secondary role

Prepares finite echoes, chooses when to consume them and uses brief control to create space.

Range and position

Backline and mid-range; avoids prolonged physical pressure.

Limitations

Echoes have a finite budget · Overall survivability below Comensal · Repositioning grants no invulnerability

Equipment direction

Musical instruments and scorebooks, with ML, Spell Power and Magic Resist alternatives. Two-handed weapons also occupy the book slot.

Training affinities

Weapon Fighting ×0.80 · Magic Level ×1.00 · Spell Power ×1.20 · Healing Power ×1.05 · Magic Resistance ×1.20 · Shielding ×0.85 · Magecraft ×1.10

Planned magic damageMagic resistanceTargeted protection
physicalholydeathDifficulty: high

Resonancer · Affinity by skill band

The summary numbers above represent base skill 0–49. The bands below use the skill’s own level, without equipment bonuses; not character level.

Skill0–4950–99100–149150+
Weapon Fighting×0.80×0.80×0.80×0.80
Spell Power×1.20×1.20×1.15×1.10
Healing Power×1.05×1.05×1.00×1.00
Shielding×0.85×0.85×0.85×0.85
Magic Resistance×1.20×1.20×1.15×1.10
Magecraft×1.10×1.10×1.05×1.00
Magic Level×1.00×1.00×1.00×1.00

This is the per-action affinity layer. Global training stages, progression requirements and temporary bonuses also apply. It is not a direct damage multiplier.

Spells and postures

After A porta aberta, new ways of combining affinities develop the same seven forces of Alchemia.

The Resonancer works with rhythm and acoustic pressure. Attacks begin as Physical and can become Holy or Death through posture. Preparing an Echo, timing Reprise and protecting allies make the interval between actions part of combat. Harmonic Aegis: Aegis family: personal magic-only shield for 4s; Chordcrown adds 1s. Capacity = 18% maximum health + 7% maximum mana, capped at 45% maximum health. Capacity bonuses respect that cap. Shares Protego’s reservoir and 12s recovery; Physical damage bypasses it.

The Chronomancer promotion refines these combat windows: pending echoes, eligible cooldowns and damage packets remain tied to the actions that created them. Concordant, Requiem and Measured offer different pressure and protection choices. Holy posture: Pulse, Echo, Chain, Standing Wave and Final Cadence convert to Holy. Final Cadence becomes a cross with four targets at ×1.10 budget each. Harmonic Chain splits 50/30/20%. Death posture: converted spells split damage into finite packets. Harmonic Chain splits each jump 70% immediately and 30% after 1s. Targets and budget are fixed on cast. Measured timing: Standing Wave allows four targets at 80% budget each, split equally at 0.5s and 2.5s. Protection and movement retain their support rules.

Companion

Select a compatible option in Power Beasts. Change appearances in Customise Character.

Harmonic Wisp

Harmonic Wisp

warrior

Deal 1.6D to an adjacent target, split equally between Physical and Death. Shield yourself for 1.2 base H for 4s. Your first basic attack during this guard adds 0.4D Death damage. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Grave Note · Bond 0

Unlocks at Bond 0. Deal 1D total damage every 2s within 1 tile: half Physical, half Death. No Spirit cost.

Sundering Chord · Bond 1

Unlocks at Bond 1. Deal 1.6D to an adjacent target, split equally between Physical and Death. Cooldown: 8s. Spirit: 14.

Harmonic Recovery · Bond 2

Unlocks at Bond 2. Heal yourself every 4s while below 85% HP. No Spirit cost. Inactive in protection zones; healing caps and talent modifiers apply.

Resonant Guard · Bond 3

Unlocks at Bond 3. Shield yourself for 1.2 base H for 4s. Your first basic attack during this guard adds 0.4D Death damage. Cooldown: 30s. Spirit: 30.

Grave Harmony · Bond 4

Unlocks at Bond 4. Gain 2 points of Death protection. Companion only; does not affect the owner, party or other companions.

Battle Cadence · Bond 5

Unlocks at Bond 5. Three consecutive basic hits on the same target charge the next Sundering Chord for +10% damage. Changing targets resets the charges.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Tuned Strike: Basic attack damage +10%; other abilities are unchanged.
  • Restorative Harmony: Self-healing +8%, within the healing cap.
  • Resonant Form: Base HP +8%, within the talent cap.

Row 2

  • Far Chord: Signature range increases from 1 to 2 tiles, with line of sight required.
  • Death Chord: Convert the Physical half to Death; total damage is unchanged.
  • Impact Chord: Convert the Death half to Physical; total damage is unchanged.

Row 3

  • Harmonic Ward: Personal Death protection increases from 2 to 3 points.
  • Emergency Refrain: Personal Death protection increases to 4 points below 35% HP; otherwise 2.
  • Spirit Rhythm: Regain 2 Spirit per 5s in combat, within the total 6/s cap.

Row 4

  • Full Recovery: Self-healing +10%, within the global healing cap.
  • Early Refrain: Begin healing below 95% HP; each heal -10%. Same 4s interval.
  • Guarding Refrain: Convert 20% of the periodic heal into a personal shield for 3s; heal the other 80%.

Row 5

  • Closed Accord: Remove the attack bonus; shield +25%.
  • Striking Accord: Bonus damage increases from 0.4D to 0.7D; shield -20%.
  • Sustained Accord: Shield lasts 6s instead of 4s; still only one bonus attack.

Row 6

  • Harmonic Affinity: Gain 4 points of Death and 2 points of Physical protection. Companion only.
  • Steady Tempo: Combat Spirit regeneration increases from 5 to 6 per second; cooldowns are unchanged.
  • Unbroken Rhythm: Eligible slows on the companion last 20% less. Does not bypass boss mechanics.

Row 7

  • Battle Crescendo: Charged signature bonus increases from 10% to 25%; no extra hit.
  • Restorative Reprise: Every third periodic heal adds 0.5H healing. Internal cooldown: 30s.
  • Ritual Resonance: Gain 8% base HP and 4 points of Physical protection, within the caps.

Vesper Imp

Vesper Imp

off-tank

Deal 1.4D Holy damage within 2 tiles. Heal yourself for 20% of damage actually dealt, up to 0.3H. Shield yourself for 1.5 base H for 4s. Does not redirect damage or transfer health from the owner. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Hallowed Note · Bond 0

Unlocks at Bond 0. Deal 1D total damage every 2s within 1 tile: half Physical, half Holy. No Spirit cost.

Restorative Chord · Bond 1

Unlocks at Bond 1. Deal 1.4D Holy damage within 2 tiles. Heal yourself for 20% of damage actually dealt, up to 0.3H. Cooldown: 8s. Spirit: 14.

Accord Recovery · Bond 2

Unlocks at Bond 2. Heal yourself every 4s while below 85% HP. No Spirit cost. Inactive in protection zones; healing caps and talent modifiers apply.

Harmonic Veil · Bond 3

Unlocks at Bond 3. Shield yourself for 1.5 base H for 4s. Does not redirect damage or transfer health from the owner. Cooldown: 30s. Spirit: 30.

Sacred Harmony · Bond 4

Unlocks at Bond 4. Gain 2 points of Holy protection. Companion only; does not affect the owner, party or other companions.

Stored Refrain · Bond 5

Unlocks at Bond 5. Effective Restorative Chord healing fills a reserve up to 0.5H. The next periodic heal spends it as extra self-healing. Internal cooldown: 20s.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Tuned Strike: Basic attack damage +10%; other abilities are unchanged.
  • Harmonic Care: Self-healing +8%, within the healing cap.
  • Resonant Form: Base HP +8%, within the talent cap.

Row 2

  • Far Refrain: Signature range increases from 2 to 3 tiles.
  • Restorative Refrain: Signature heals 30% of damage instead of 20%, still capped at 0.3H.
  • Striking Refrain: Remove signature healing; signature damage +15%.

Row 3

  • Sacred Ward: Personal Holy protection increases from 2 to 3 points.
  • Emergency Refrain: Personal Holy protection increases to 4 points below 35% HP; otherwise 2.
  • Spirit Rhythm: Regain 2 Spirit per 5s in combat, within the total 6/s cap.

Row 4

  • Full Recovery: Self-healing +10%, within the global healing cap.
  • Early Refrain: Begin healing below 95% HP; each heal -10%. Same 4s interval.
  • Guarding Refrain: Convert 20% of the periodic heal into a personal shield for 3s; heal the other 80%.

Row 5

  • Dense Harmony: Shield capacity +20%.
  • Sustained Harmony: Shield duration increases from 4s to 6s.
  • Restorative Harmony: Gain a 1H shield and heal yourself for 0.5H.

Row 6

  • Harmonic Affinity: Gain 4 points of Holy and 2 points of Physical protection. Companion only.
  • Steady Tempo: Combat Spirit regeneration increases from 5 to 6 per second; cooldowns are unchanged.
  • Unbroken Rhythm: Eligible slows on the companion last 20% less. Does not bypass boss mechanics.

Row 7

  • Deep Refrain: Maximum healing reserve increases from 0.5H to 0.75H; same 20s cooldown.
  • Calm Refrain: Self-healing +15% below 35% HP. Internal cooldown: 20s.
  • Final Accord: Below 25% HP, gain a 10% HP shield for 4s. Internal cooldown: 90s.

Rush Bunny

Rush Bunny

tactical

1.2D Death damage. For 4s, convert 15% actual damage to owner HP (0.5% max HP/s cap); deal 20% less damage. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Dusk Note · Bond 0

Unlocks at Bond 0. 1D Death damage.

Restorative Resonance · Bond 1

Unlocks at Bond 1. 1.2D Death damage. Cooldown: 10s. Spirit: 15.

Echo Recovery · Bond 2

Unlocks at Bond 2. Recover 1H below 85% HP. Cooldown: 18s. Spirit: 10.

Restorative Pact · Bond 3

Unlocks at Bond 3. For 4s, convert 15% actual damage to owner HP (0.5% max HP/s cap); deal 20% less damage. Cooldown: 30s. Spirit: 30. Player mana: 50.

Dusk Attunement · Bond 4

Unlocks at Bond 4. Companion primary protection +2 percentage points.

Life Resonance · Bond 5

Unlocks at Bond 5. Return 10% actual damage as owner HP, capped at 0.5% max HP/s, within 5 tiles and line of sight.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Resonant Form: HP +4%.
  • Restorative Harmony: Self-healing +3%.
  • Spirit Reservoir: Maximum Spirit +4.

Row 2

  • Efficient Resonance: Signature Spirit cost -10%.
  • Far Resonance: Signature range +1; line of sight still required.
  • Measured Tempo: Signature cooldown -1s.

Row 3

  • Death Attunement: Primary protection +2 percentage points.
  • Impact Attunement: Physical protection +1 percentage point.
  • Full Resonance: HP +3%.

Row 4

  • Efficient Pact: Command Spirit cost -15%.
  • Pact Tempo: Command cooldown -2s.
  • Sustained Pact: Command duration +1s, with no additional damage ticks.

Row 5

  • Restorative Refrain: Self-healing +5%.
  • Recovery Tempo: Self-heal cooldown -1s.
  • Efficient Recovery: Self-heal Spirit cost -15%.

Row 6

  • Restorative Conversion: Owner HP return increases to 12%.
  • Far Refrain: Owner return range increases to 6 tiles.
  • Resonance Capacity: Owner HP cap increases to 0.55% max HP/s.

Row 7

  • Enduring Form: HP +5%.
  • Spirit Mastery: Signature and command Spirit costs -8%.
  • Deep Attunement: Primary protection +3 percentage points.

Health and damage grow with level and Bond; owner offensive skills are not inherited. Recall before switching; health percentage is preserved and no protection zone is required.

Recalling costs 50 mana. Cooldown is shared; health and Spirit are retained. Talents, presets and equipment remain in the Companion window.

Animagis · Avatars

Select a compatible option in Power Beasts. Change appearances in Customise Character.

Living Resonance

Living Resonance

Offensive

Eight seconds: offensive avatar, +5% outgoing damage and the existing 2% avatar critical chance (factor 1.14). Holy/Physical walk fields divide one 50-100 budget. The activation pulse uses the existing Holy damage and bounded Armor breach.

Mana: 300 · Cooldown: 60s · 8s

Living Resonance

Level 100 and vocation promotion.

Vibrational Mantle

Vibrational Mantle

Defensive

Eight seconds: defensive avatar, 5% less incoming damage. Light Death fields; every fifth field carries the existing eligible fear. The bounded activation pulse uses Death and the same fear rules.

Mana: 300 · Cooldown: 60s · 8s

Vibrational Mantle

Level 100 and vocation promotion.

Temporal Mantle

Temporal Mantle

Tactical

Eight seconds: tactical avatar. Direct damage to a wild monster on your field stores 3% as a healing reserve, capped at 2% maximum HP. Your field restores at most 0.25% HP/s; combined return cap 0.75% HP/s. Activation uses the existing bounded healing pulse and fear.

Mana: 300 · Cooldown: 60s · 8s

Temporal Mantle

Level 100 and vocation promotion.

Witchcraft Book

Gems: Harmonic · Lesser / Regular / Greater

Tree skills: spell_power, healing_power, magic_resist

SpellFirst upgradeSecond upgrade
Sonic Bolt-3 Mana Cost+4% shared damage budget
Delayed Echo-5 Mana Cost+4% shared damage budget
Harmonic Ward-10 Mana Cost+1s ward duration
Counterpoint Veil-10 Mana Cost+4% Veil pool; no extra target/duration
Final Cadence-10 Mana Cost+4% shared damage budget

Rune crafting

Exclusive manufacture; all eight vocations may use the runes. Crafting and usage requirements differ.

RuneCraftUseMana
Lesser EquinoxLv. 250 / ML 45Lv. 100 / ML 4555%
Greater EquinoxLv. 400 / ML 75Lv. 200 / ML 6575%
Damping SealLv. 500 / ML 100Lv. 100 / ML 4590%

Exclusive weapons and armor

One-handed options allow a compatible off-hand. Two-handed options occupy both positions. Starter equipment has no level requirement; requirements begin at level 50.

field tuning lyre

No level requirement · Forge 0 · 0 imbuements · 1H

4–10 physical

refined tuning lyre

Lv. 100 · Forge 2 · 1 imbuements · 1H

26–62 physical

Magic Level +1; Spell Power +1

adept tuning lyre

Lv. 200 · Forge 3 · 2 imbuements · 1H

40–86 physical

Magic Level +1; Spell Power +1

adept requiem chime

Lv. 200 · Forge 3 · 2 imbuements · 2H

45–95 death

Magic Level +1; Spell Power +1

exalted tuning lyre

Lv. 400 · Forge 4 · 2 imbuements · 1H

62–122 physical

Magic Level +1; Spell Power +2

exalted requiem chime

Lv. 400 · Forge 4 · 2 imbuements · 2H

69–135 death

Magic Level +1; Spell Power +2

sovereign tuning lyre

Lv. 600 · Forge 4 · 3 imbuements · 1H

70–132 physical

Magic Level +2; Spell Power +2

ascendant tuning lyre

Lv. 800 · Forge 4 · 4 imbuements · 1H

74–140 physical

Magic Level +2; Spell Power +3

cadence vestment

Lv. 300 · Forge 3 · 2 imbuements

Armor 13

Magic Level +1; Spell Power +2; Magic Resist +1; Physical protection +1%; Death protection +3%

overtone vestment

Lv. 400 · Forge 4 · 2 imbuements

Armor 15

Magic Level +2; Spell Power +2; Magic Resist +1; Physical protection +2%; Death protection +4%

chronicle vestment

Lv. 600 · Forge 4 · 2 imbuements

Armor 16

Magic Level +2; Spell Power +3; Magic Resist +2; Physical protection +3%; Death protection +5%

aeon vestment

Lv. 800 · Forge 4 · 2 imbuements

Armor 17

Magic Level +3; Spell Power +4; Magic Resist +2; Physical protection +3%; Death protection +6%

cadence hood

Lv. 300 · Forge 3 · 2 imbuements

Armor 8

Magic Level +1; Spell Power +2; Physical protection +1%; Holy protection +3%

cadence legwraps

Lv. 300 · Forge 3 · 0 imbuements

Armor 8

Magic Level +1; Spell Power +2; Energy protection +4%

cadence steps

Lv. 300 · Forge 3 · 1 imbuements

Armor 2

Magic Level +1; Speed +10; Healing Power +1; Ice protection +2%

chronicle hood

Lv. 600 · Forge 4 · 2 imbuements

Armor 10

Magic Level +2; Spell Power +3; Physical protection +2%; Holy protection +4%

chronicle legwraps

Lv. 600 · Forge 4 · 0 imbuements

Armor 10

Magic Level +2; Spell Power +3; Physical protection +1%; Energy protection +6%

chronicle steps

Lv. 600 · Forge 4 · 1 imbuements

Armor 3

Magic Level +1; Speed +20; Healing Power +2; Physical protection +1%; Ice protection +3%

aeon hood

Lv. 800 · Forge 4 · 2 imbuements

Armor 11

Magic Level +2; Spell Power +4; Physical protection +2%; Holy protection +5%

aeon legwraps

Lv. 800 · Forge 4 · 0 imbuements

Armor 11

Magic Level +3; Spell Power +3; Physical protection +1%; Energy protection +7%

aeon steps

Lv. 800 · Forge 4 · 1 imbuements

Armor 3

Magic Level +1; Speed +20; Healing Power +3; Physical protection +1%; Ice protection +4%

concordance scorebook

Lv. 300 · Forge 0 · 1 imbuements

Armor 0

Magic Level +4; Spell Power +3; Holy Magic Level +1; Death protection +3%

clockwork cantoral

Lv. 600 · Forge 0 · 1 imbuements

Armor 0

Magic Level +5; Spell Power +4; Holy protection +4%; Holy Magic Level +2

aeon sonata

Lv. 800 · Forge 0 · 1 imbuements

Armor 0

Magic Level +6; Spell Power +5; Holy Magic Level +3; Death protection +4%

pendulum seal

Lv. 400 · Forge 0 · 0 imbuements

Armor 0

Spell Power +2; Holy protection +2%

tempo locket

Lv. 450 · Forge 0 · 0 imbuements

Armor 0

Healing Power +2; Death protection +2%

vesper bellrack

Lv. 600 · Forge 4 · 3 imbuements · 2H

78–147 death

Magic Level +1; Spell Power +2

minstrel cap

Lv. 50 · Forge 2 · 1 imbuements

Armor 3

Spell Power +1; Holy protection +2%

minstrel tunic

Lv. 50 · Forge 2 · 1 imbuements

Armor 8

Magic Level +1; Holy protection +3%

minstrel legwraps

Lv. 50 · Forge 2 · 0 imbuements

Armor 3

Healing Power +1; Energy protection +2%

minstrel steps

Lv. 50 · Forge 1 · 1 imbuements

Armor 1

Speed +10; Death protection +1%

interval hood

Lv. 150 · Forge 2 · 2 imbuements

Armor 6

Magic Level +1; Spell Power +1; Holy protection +3%

interval vestment

Lv. 150 · Forge 2 · 2 imbuements

Armor 11

Magic Level +1; Spell Power +2; Healing Power +1; Physical protection +1%; Death protection +3%

interval trousers

Lv. 150 · Forge 2 · 0 imbuements

Armor 5

Magic Level +1; Spell Power +1; Energy protection +3%

interval steps

Lv. 150 · Forge 2 · 1 imbuements

Armor 2

Speed +10; Healing Power +2; Ice protection +2%

cantor's hood

Lv. 400 · Forge 4 · 2 imbuements

Armor 8

Magic Level +1; Healing Power +2; Holy protection +5%

cantor's vestment

Lv. 400 · Forge 4 · 2 imbuements

Armor 13

Magic Level +1; Spell Power +1; Healing Power +2; Physical protection +1%; Holy protection +5%

cantor's legwraps

Lv. 400 · Forge 4 · 0 imbuements

Armor 8

Magic Level +1; Healing Power +1; Energy protection +5%

cantor's steps

Lv. 400 · Forge 4 · 1 imbuements

Armor 2

Speed +15; Healing Power +1; Magic Resist +1; Death protection +3%

restoring cadence vestment

Lv. 600 · Forge 4 · 2 imbuements

Armor 15

Magic Level +1; Healing Power +5; Physical protection +2%; Holy protection +5%

restoring cadence legwraps

Lv. 600 · Forge 4 · 0 imbuements

Armor 9

Magic Level +1; Healing Power +3; Energy protection +4%; Mana leech chance +100%; Mana leech amount +0.25%

everflow sonata vestment

Lv. 800 · Forge 4 · 2 imbuements

Armor 16

Magic Level +2; Healing Power +6; Physical protection +2%; Holy protection +6%

everflow sonata legwraps

Lv. 800 · Forge 4 · 0 imbuements

Armor 10

Magic Level +1; Healing Power +4; Energy protection +5%; Mana leech chance +100%; Mana leech amount +0.5%

restful antiphon

Lv. 400 · Forge 0 · 1 imbuements

Armor 0

Magic Level +3; Spell Power +1; Healing Power +4; Holy protection +3%

stillness cantoral

Lv. 650 · Forge 0 · 0 imbuements

Armor 0

Magic Level +2; Magic Resist +3; Physical protection +3%; Death protection +5%

enduring cadenza

Lv. 750 · Forge 0 · 0 imbuements

Armor 0

Magic Level +4; Spell Power +2; Healing Power +5; Holy protection +4%; Mana leech chance +100%; Mana leech amount +0.5%

dawnchorus cap

Lv. 100 · Forge 2 · 1 imbuements

Armor 5

Magic Level +1; Healing Power +1; Holy protection +2%

dawnchorus surcoat

Lv. 100 · Forge 2 · 1 imbuements

Armor 10

Spell Power +2; Healing Power +1; Holy protection +4%

dawnchorus legwraps

Lv. 100 · Forge 2 · 0 imbuements

Armor 5

Magic Resist +1; Healing Power +1; Energy protection +2%

dawnchorus slippers

Lv. 100 · Forge 2 · 1 imbuements

Armor 2

Speed +10; Healing Power +1; Holy protection +2%

antiphon hood

Lv. 200 · Forge 3 · 2 imbuements

Armor 7

Magic Level +1; Magic Resist +2; Energy protection +4%

antiphon vestment

Lv. 200 · Forge 3 · 2 imbuements

Armor 12

Magic Level +1; Spell Power +1; Healing Power +2; Holy protection +5%

antiphon legwraps

Lv. 200 · Forge 3 · 0 imbuements

Armor 7

Magic Level +1; Healing Power +2; Holy protection +3%

antiphon steps

Lv. 250 · Forge 3 · 1 imbuements

Armor 2

Speed +10; Magic Resist +2; Holy protection +3%

novice choirbook

Lv. 50 · Forge 0 · 0 imbuements

Armor 0

Magic Level +1; Healing Power +1; Holy protection +2%

sunlit motet score

Lv. 100 · Forge 0 · 0 imbuements

Armor 0

Magic Level +2; Spell Power +2; Holy Magic Level +1

counterpoint folio

Lv. 150 · Forge 0 · 1 imbuements

Armor 0

Magic Level +2; Spell Power +2; Healing Power +1

resonance wardbook

Lv. 200 · Forge 0 · 1 imbuements

Armor 0

Magic Level +2; Magic Resist +2; Energy protection +4%

canticle of renewal

Lv. 250 · Forge 0 · 1 imbuements

Armor 0

Magic Level +2; Healing Power +3; Death protection +4%

minstrel rebec

Lv. 150 · Forge 2 · 1 imbuements · 1H

33–74 physical

Magic Level +1; Spell Power +1

sunchoir lyre

Lv. 150 · Forge 2 · 1 imbuements · 2H

37–82 holy

Magic Level +1; Spell Power +1

mourning bellrack

Lv. 150 · Forge 2 · 1 imbuements · 2H

37–82 death

Magic Level +1; Spell Power +1

pilgrim hurdy gurdy

Lv. 250 · Forge 3 · 2 imbuements · 1H

48–96 physical

Magic Level +1; Spell Power +1; Healing Power +1

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