2 items: Adds 3-129 Weapon and Spell Damage 3 items: Adds 25-1096 MaximumStamina 4 items: Adds 3-129StaminaRecovery 5 items: When you deal damage, you deal 330 Disease damage to the target. The enemy is then afflicted with the Diseased status effect, applying Minor Defile to the target, reducing their Healing Received and damage shield strength by 6% for 4 seconds. This effect can occur once every 4 seconds and scales off the higher of your Weapon and Spell Damage.
2 items: Adds 34-1487 Armor 3 items: Adds 34-1487 Armor 4 items: Adds 28-1206 MaximumHealth 5 items: Increase your HealthRecovery by 2% of your sum total Physical Resistance and Spell Resistance, up to a maximum of 1320. Current Bonus HealthRecovery: 0.
2 items: Adds 28-1206 MaximumHealth 3 items: Adds 4% Healing Taken 4 items: Reduces your damage taken from Players by 3%. 5 items: Reduces your damage taken from Siege Weapons and Player area of effect abilities by 10%.
2 items: Adds 28-1206 MaximumHealth 3 items: Adds 25-1096 MaximumStamina 4 items: Adds 4% Healing Done 5 items: When you Block, heal yourself or a group member within 15 meters of you for 897Health. This effect can occur every 1 second and scales off your MaxHealth.
2 items: Adds 34-1487 Armor 3 items: Adds 28-1206 MaximumHealth 4 items: Adds 34-1487 Armor 5 items: Generate an aura that causes you and 11 group members within the aura to take 10% less damage from projectiles. This bonus persists through death. You can only be affected by one instance of Beckoning Steel.
2 items: Adds 3-129StaminaRecovery 3 items: Adds 28-1206 MaximumHealth 4 items: Adds 28-1206 MaximumHealth 5 items: When you Block, heal for 2871Health. This effect can occur every 4 seconds and scales off your MaxHealth.
2 items: Adds 25-1096 MaximumMagicka 3 items: Adds 3-129 Weapon and Spell Damage 4 items: Adds 3-129 Weapon and Spell Damage 5 items: While in combat, increases the duration of your Flame Damage over Time abilities by 5 seconds. This effect does not work with beam or channeled effects.
2 items: Adds 4% Healing Taken 3 items: Adds 28-1206 MaximumHealth 4 items: Adds 34-1487 Armor 5 items: When you deal direct damage, you have a 10% chance to create an area under the target that detonates after 1 second, applying Enervating Aura for 10 seconds to enemies within 5 meters. Enervating Aura lowers the HealthRecovery, MagickaRecovery, and StaminaRecovery of enemy players by 3-129 per player hit. This effect can occur once every 15 seconds.
2 items: Adds 28-1206 MaximumHealth 3 items: Adds 28-1206 MaximumHealth 4 items: Adds 4% Healing Taken 5 items: Adds 34-1487 Armor 5 items: While in combat, every 1 second you apply Minor Defile to enemies within 5 meters of you for 2 seconds, reducing their healing received and damage shield strength by 6%.
2 items: Adds 28-1206 MaximumHealth 3 items: Adds 34-1487 Armor 4 items: Adds 28-1206 MaximumHealth 5 items: When you take damage while under 30%Health, heal for 4428Health immediately and gain 465-20000 Armor for 15 seconds. This effect can occur once every 1 minute and the heal scales off your MaxHealth.
2 items: Adds 15-657 Critical Chance 3 items: Adds 28-1206 MaximumHealth 4 items: Adds 3-129 Weapon and Spell Damage 5 items: Each time you attempt to reduce the target's Physical or Spell Resistance, you gain a stack of Ravager for 5 seconds, increasing your Weapon and Spell Damage by 3-146. You can gain a stack every 1 second. At 4 stacks, the duration doubles but cannot be refreshed.
2 items: Adds 34-1487 Armor 3 items: Adds 34-1487 Armor 4 items: Adds 28-1206 MaximumHealth 5 items: When you cleanse a negative effect from yourself or an ally, gain Major Protection for 10 seconds, reducing your damage taken by 10%. This effect can occur once every 12 seconds.
2 items: Adds 28-1206 MaximumHealth 3 items: Adds 25-1096 MaximumStamina 4 items: Adds 3-129 Weapon and Spell Damage 5 items: When you take damage, your Weapon and Spell Damage is increased by 0-24 for 5 seconds, stacking up to 20 times. This effect can occur once every half second. Upon reaching 20 stacks, the duration is doubled but can no longer be refreshed.
Jewelry pieces dropped in these containers will always be Epic quality, while weapons and armor can also be Fine or Superior quality. Items contained in the boxes will scale to your level when you open them, not when you receive them, so the boxes can be saved until they scale to a desired level.
While the boxes are bound and cannot be sold to merchants, the rewards themselves do not share these properties.