Helm of Might
epicStart each combat: gain 10 Rage.
THE ARMOURY
From your first weapon to a complete raid set. Find equipment effects and plan the bonuses worth chasing.
382 items
Start each combat: gain 10 Rage.
Start each combat: gain 15 Rage.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to gain 5 Rage.
When you attack: 25% chance to gain 8 Rage.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Thorns.
Start each combat: gain 3 Thorns.
When you attack: 15% chance to apply 2 Bleed.
When you attack: 20% chance to apply 3 Bleed.
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Start each combat: Seal of Righteousness becomes active.
Start each combat: Seal of Righteousness becomes active.
At the start of each turn: heal 1.
At the start of each turn: heal 2.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 15% chance to gain 2 Block.
Whenever you play a card: 20% chance to gain 3 Block.
When you attack: 20% chance to deal 3 Holy damage.
When you attack: 25% chance to deal 5 Holy damage.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Regen.
Start each combat: gain 3 Regen.
At the start of each turn: heal 2.
At the start of each turn: heal 3.
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At the start of each turn: your pet attacks once more.
At the start of each turn: your pet attacks once more.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to apply 1 Marked.
When you attack: 25% chance to apply 2 Marked.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 1 Dexterity.
Start each combat: gain 2 Dexterity.
Start each combat: apply 3 Marked.
Start each combat: apply 5 Marked.
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Start each combat: gain 1 Stealth.
Start each combat: gain 2 Stealth.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to apply 1 Poison.
When you attack: 25% chance to apply 2 Poison.
When you kill an enemy: gain 1 Combo Point.
When you kill an enemy: gain 2 Combo Point.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 1 Dexterity.
Start each combat: gain 2 Dexterity.
Start each combat: gain 1 Combo Point. When you attack: 25% chance to apply 1 Poison.
Start each combat: gain 2 Combo Point. When you attack: 30% chance to apply 2 Poison.
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Start each combat: gain 2 Regen.
Start each combat: gain 3 Regen.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: if it is a shadow card, gain 2 Block.
Whenever you play a card: if it is a shadow card, gain 3 Block.
When you attack: 15% chance to gain 2 Block.
When you attack: 20% chance to gain 3 Block.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 2 Regen. Whenever you play a card: if it is a holy card, deal 2 Holy damage.
Start each combat: gain 3 Regen. Whenever you play a card: if it is a holy card, deal 3 Holy damage.
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At the start of each turn: 20% chance to gain 1 Energy.
At the start of each turn: 25% chance to gain 2 Energy.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to deal 3 Nature damage.
When you attack: 25% chance to deal 5 Nature damage.
Whenever you lose HP: below 25% HP, heal 8 (once per combat).
Whenever you lose HP: below 30% HP, heal 12 (once per combat).
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Thorns.
Start each combat: gain 3 Thorns.
When you attack: 15% chance to deal 3 damage to ALL enemies.
When you attack: 20% chance to deal 5 damage to ALL enemies.
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Start each combat: gain 2 Arcane Charges.
Start each combat: gain 3 Arcane Charges.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
Start each combat: gain 1 Ignite.
Start each combat: gain 2 Ignite.
When you kill an enemy: gain 1 Arcane Charges.
When you kill an enemy: gain 2 Arcane Charges.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 3 Arcane Charges and gain 1 Ignite.
Start each combat: gain 5 Arcane Charges and gain 2 Ignite.
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Start each combat: gain 2 Soul Shards.
Start each combat: gain 3 Soul Shards.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 1 Strength.
Start each combat: gain 2 Strength.
Whenever you lose HP: gain 3 Block.
Whenever you lose HP: gain 5 Block.
When you attack: 15% chance to gain 2 Block.
When you attack: 20% chance to gain 3 Block.
When you kill an enemy: gain 1 Soul Shards.
When you kill an enemy: gain 2 Soul Shards.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 3 Block.
Start each combat: gain 5 Block.
When you attack: 20% chance to apply 2 Poison.
When you attack: 25% chance to apply 3 Poison.
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At the start of each turn: while in Cat Form, gain 1 Combo Point.
At the start of each turn: while in Cat Form, gain 2 Combo Point.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: while in Bear Form, gain 2 Block.
Whenever you play a card: while in Bear Form, gain 3 Block.
When you attack: 20% chance to apply 1 Bleed.
When you attack: 25% chance to apply 2 Bleed.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Regen.
Start each combat: gain 3 Regen.
At the start of each turn: gain 1 Regen.
At the start of each turn: gain 2 Regen.
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Each card played has a 10% chance to grant 1 Energy.
searing-gorge · Whenever you play an attack, 15% chance to gain 1 energy.
Gain 4 Block at combat start. Fear is removed from you at turn start.
burning-steppes · Gain 2 Block at the start of each turn.
Start each combat with 2 Strength.
At turn start, remove Stun and Frozen from yourself.
At turn start, remove Fear and Weak from yourself.
First turn of each combat: gain 1 Energy and draw 1 card.
feralas · Start each combat with 6 Block. Your first card each turn costs 1 less (min 0).
Heal 8 HP whenever you rest.
Whenever you kill an enemy, heal 4 HP.
stranglethorn-vale · Draw 1 extra card at the start of each turn.
Attacks have a 25% chance to deal 6 Nature damage to all enemies.
Legendary. Every fight opens with 1 Weak on all enemies. Attacks have a 30% chance to call lightning: 12 Nature damage and 2 Weak to ALL enemies.
Legendary. Draw 2 extra cards at the start of combat. Gain 1 Energy and draw 1 extra card each turn.
Gain 6 max HP and 1 Strength on pickup.
Draw 1 extra card at the start of combat.
When you lose HP while below 30% health, heal 3.
Gain 6 Block at the start of each combat.
Attacks have a 15% chance to grant 1 Strength.
Your first attack each combat deals double damage.
Each card played has a 12% chance to grant 1 Strength.
Start each combat with 2 Regen.
At turn start, if below 50% health, heal 3.
Start each combat with 2 Thorns.
Attacks have a 15% chance to apply 1 Weak.
20% chance at turn start to gain 1 Energy.
30% chance at turn start to draw 1 extra card.
At combat start add a free random card to your hand.
stranglethorn-vale · At the start of combat, gain 1 energy next turn.
Heal 2 HP when you advance to a new floor.
The peasants rally to you: gain 8 Block at combat start.
15% chance at turn start to gain 1 Energy.
Start each combat with 2 Strength.
Attacks have a 15% chance to deal 8 Arcane damage to a random enemy.
When you take damage, 15% chance to gain 8 Block.
Heal 2 HP after each combat.
Apply 1 Weak to the enemy at the start of combat.
At combat start apply 3 Poison to all enemies.
Whenever you kill an enemy, gain 1 Strength.
At combat start gain 2 Strength and 2 Dexterity.
Gain 5 max HP on pickup. Heal 4 HP at the end of every combat.
Gain 1 Block for every card played.
Attacks have a 20% chance to apply 2 Vulnerable.
Gain 2 Dexterity at combat start and 1 Energy on turn 1.
Start each combat with 3 Strength.
Gain 3 Block at the start of each turn.
Whenever you kill an enemy deal 4 damage to all remaining enemies.
Attacks have a 20% chance to apply 2 Poison.
Gain 1 Strength at the start of every third turn.
Attacks have a 20% chance to grant 1 Energy next turn.
the-hinterlands · Gain 4 Block whenever you kill an enemy.
At turn start, 25% chance to heal 3 HP and gain 3 Block.
Gain 8 max HP and 1 Strength on pickup.
Attacks against undead and demons deal 4 extra Holy damage.
western-plaguelands · Heal 3 HP at the start of each turn.
Attacks against dragonkin deal 8 extra damage.
Attacks have a 15% chance to draw 1 card.
Each card played has a 10% chance to grant 1 Strength.
Whenever you gain Block, 30% chance to heal 1 HP.
Gain 2 Energy on turn 1 of each combat.
Gain 50 gold on pickup. Surprise.
Heal an extra 6 HP at each rest.
Gain 12 gold per floor climbed.
Start each combat with 1 Weak and 1 Vulnerable on the enemy.
When you take damage, 20% chance to gain 6 Block.
deadwind-pass · Gain 1 Dexterity at the start of combat.
Draw 2 extra cards at the start of combat.
Draw 1 extra card on turn 1 of each combat and gain 4 Block.
Every attack deals 2 extra damage.
Attacks against Vulnerable enemies deal 3 extra damage.
Heal 1 HP whenever you kill an enemy.
Gain 15 gold after every combat.
Gain 25 gold on pickup and 5 gold per kill.
Start each combat: gain 3 Thorns and gain 3 Block.
Start each combat: gain 1 Dexterity and gain 3 Block.
Start each combat: gain 1 Strength.
At the start of each turn: gain 2 Block.
When you attack: 20% chance to apply 1 Weak.
When you kill an enemy: heal 3.
Whenever you play a card: 10% chance to draw 1 card.
Riverpaw gnoll club. Start each combat with 1 Strength.
Worn by the Brotherhood. Gain 3 Block at the start of each combat.
Kobold gold. Gain 10 gold when you pick this up.
Frostmane troll scepter. Gain 1 energy at the start of each combat.
Strike a crowd. Your attacks deal 2 damage to all enemies.
Crackling mechanical limb. Gain 2 Block at the start of each turn.
The Mekgineer's own limb. Draw 1 card at the start of each combat.
High Inquisitor Whitemane's hat. Heal 2 HP at the start of each turn.
Herod's pauldron. Gain 3 Block at the start of each turn.
Mograine's gauntlets. Start each combat with 1 Strength.
Mograine's hand. Your attacks deal 2 holy damage to all enemies.
Ogre club. Start each combat with 1 Strength.
Dwarven axe of the Thelsamar militia. Gain 2 Block at the start of each turn.
Trogg shiv. Deal 2 damage to a random enemy at the start of each combat.
Arugal's blade. Start each combat with 1 Strength.
Swift as a cat. Draw 1 extra card at the start of each combat.
Arugal's robes. Gain 3 Block at the start of each turn.
Razorclaw's cleaver. Your attacks deal 2 damage to all enemies.
Deadmines dagger. Start each combat with 1 Strength.
Mr. Smite's hammer. Your attacks deal 2 damage to all enemies.
Cookie's mallet. Gain 2 Block at the start of each turn.
Greenskin's staff. Deal 3 damage to a random enemy at the start of each turn.
Dropped by Redridge gnolls. Start each combat with 1 Strength.
Taken from a Blackrock champion. Your attacks deal 2 damage to all enemies.
Blackrock plate. Gain 2 Block at the start of each turn.
Forged to kill Morbent Fel. Start each combat with 1 Strength.
Stalvan's polearm. Your attacks deal 2 damage to all enemies.
The Night Watch crest. Gain 3 Block at the start of each turn.
Dropped by a Nightbane worgen. Draw 1 extra card at the start of each combat.
Dragonmaw blade. Start each combat with 1 Strength.
Dragonmaw boots. Gain 2 Block at the start of each turn.
Murloc curved blade. Deal 2 damage to a random enemy at the start of each combat.
Warm yeti pelt. Gain 3 Block at the start of each combat.
Heavy ogre axe. Start each combat with 1 Strength.
Dalaran mage robe. Draw 1 extra card at the start of each combat.
Crushridge ogre bracers. Gain 4 Block at the start of each turn.
Ogre axe. Your attacks deal 3 damage to all enemies.
Staff of a Crushridge mage. Deal 4 damage to a random enemy at the start of each turn.
Warm bracers from the Alterac peaks. Heal 2 HP at the start of each turn.
Gain 1 Block at the start of each of your turns, doubled on the first turn.
At the start of combat, deal 6 damage to a random enemy.
Gain 3 Block at the start of each combat.
Gain 1 Strength at the start of each combat.
At the start of each turn, deal 2 shadow damage to a random enemy.
Gain 2 Block whenever you play an attack card.
Whenever you play an attack, deal 1 extra shadow damage.
Whenever you play an attack, 15% chance to deal 8 additional damage.
Whenever you play an attack, deal 1 extra damage.
At the start of combat, gain 1 Strength and 2 Block.
Whenever you play an attack, 15% chance to deal 6 additional fire damage.
At the start of combat, gain 1 Strength.
The first time you would be stunned each combat, ignore it.
Whenever you gain Block from a card, gain 1 additional Block.
At the start of your first turn each combat, gain 1 energy.
Whenever you play an attack, 20% chance to gain 4 Block.
At the start of each combat, gain 4 Block.
Your first attack each turn applies 1 Poison.
When you kill an enemy, gain 3 Block and heal 1.
At the end of your turn, if you have no Block, gain 3 Block.
Gain 1 energy on the first turn of each combat.
Whenever you kill an enemy, draw 1 card.
At the start of each combat, gain 1 Thorns.
Your first attack each combat also applies 2 Poison.
Scry 2 at the start of each turn.
Heal 2 HP at the end of each combat; rest sites heal 5 extra.
Your first attack each turn applies 1 Bleed.
Gain 1 energy at the start of each combat; gain 1 Curse.
Your first attack each turn applies 2 Poison.
Start each combat with 5 Block.
Gain 1 Thorns at the start of each turn.
When you kill an enemy, gain 1 Strength.
Your first attack each turn applies 2 Poison.
Gain 1 Dexterity at the start of each combat.
Enemies you attack on the first turn of each combat are Weakened for 1 turn.
At the start of each turn, deal 2 damage to all enemies.
Gain 4 Block at the start of each combat.
At the start of each combat, gain 6 Block and apply 1 Cold to the enemy.
When you kill an enemy, heal 2 HP and gain 1 energy next turn.
Scry 3 at the start of each turn.
Gain 1 Strength at the start of each combat.
At the start of each turn, deal 3 damage to a random enemy.
Your attacks apply 1 Bleed on the first turn of each combat.
Heal 3 HP at the end of each turn if you have Block.
At the start of each combat, gain 2 Strength; heal 2 when you play a power.
You take 2 less fire damage; gain 5 Block at the start of each combat.
When you take fire damage, gain 2 Block.
25% chance at turn start to gain 1 extra Energy.
Deal 4 extra damage to Elementals (treants) and Beasts.
Attacks have a 25% chance to apply 2 Bleed.
Whenever you gain Block, gain 1 extra Block. The first attack you take each combat is reduced by 3.
Start combat with 6 Block and 1 Thorns.
Heal 2 HP at the end of each combat; Frost and Nature cards deal 1 extra damage.
Your first Skill each combat applies 1 Weak to all enemies.
Gain 1 Strength at the start of each combat.
Frozen and Weak have no effect on you; draw 1 extra card on turn 1.
Whenever you play 3 cards in a turn, deal 6 Frost damage to all enemies.
Gain 1 Energy at the start of each turn. Arcane Vortex cannot raise costs above 1.
Gain 1 Strength and 1 Dexterity at the start of each combat.
Heal 3 HP at the end of each combat.
Your first card each turn costs 1 less and draws 1 card if it is a Spell.
Gain 1 Energy on turn 1 of each combat.
Your first Attack each turn hits all enemies for 4 extra damage.
Gain 1 Strength at the start of each combat and 1 Energy every 3rd turn.
Gain 8 Block at the start of each combat; Beasts deal 1 less damage to you.
Heal 6 HP whenever you rest.
Start combat with 7 Block.
At the start of each turn gain 1 Dexterity until end of turn.
Your Attacks apply 1 Bleed at 30% chance.
Gain 1 Strength at the start of each turn until end of combat (max +6).
Start combat with 6 Block. Madness cards in hand cost 1 less.
Gain 8 Block at the start of each combat.
Gain 1 Block whenever you play a card.
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MORE THAN THE SUM
Start each combat: gain 1 Strength.
At the start of each turn: gain 3 Rage.
When you attack: 20% chance to apply 1 Vulnerable.
Start each combat: gain 2 Strength and gain 1 Energy.
Start each combat: gain 4 Block.
When you attack: 20% chance to deal 3 Holy damage.
At the start of each turn: heal 1 and gain 1 Block.
Start each combat: gain 1 Strength and gain 2 Thorns.
Start each combat: gain 4 Block.
When you attack: 20% chance to apply 1 Marked.
When you kill an enemy: gain 1 Energy next turn.
Start each combat: gain 1 Strength and apply 2 Marked.
Start each combat: gain 1 Combo Point.
When you attack: 20% chance to apply 2 Poison.
At the start of each turn: 25% chance to gain 1 Combo Point.
Start each combat: gain 1 Energy and gain 1 Dexterity.
Start each combat: gain 4 Block.
At the start of each turn: heal 1.
At the start of each turn: gain 1 Regen.
Start each combat: gain 1 Strength and gain 1 Energy.
Start each combat: gain 4 Block.
Whenever you play a card: 10% chance to gain 1 Energy.
When you attack: 20% chance to apply 1 Vulnerable.
Start each combat: gain 1 Strength and gain 2 Regen.
Start each combat: gain 2 Arcane Charges.
Whenever you play a card: 15% chance to draw 1 card.
At the start of each turn: 20% chance to gain 1 Energy.
Start each combat: gain 2 Spell Power.
Start each combat: gain 2 Soul Shards.
Whenever you play a card: 15% chance to gain 1 Energy next turn.
When you attack: 25% chance to apply 1 Poison.
Start each combat: gain 1 Strength and gain 2 Soul Shards.
Start each combat: gain 4 Block.
At the start of each turn: heal 1.
When you attack: 20% chance to apply 2 Bleed.
Start each combat: gain 1 Strength and gain 1 Energy.
Game data: Spires of Azeroth · 68932e1. MIT licensed. Sources & methodology