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Treasure Hunter Set - Elder Scrolls Online


Treasure Hunter
LEVEL 50 - CP 160
ESO-Hub.com
Type Dungeon
ArmorSet bonus
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 657 Critical Chance
(4 items) Adds 657 Critical Chance
(5 items) Adds 171 Weapon and Spell Damage, Gain Major Savagery and Prophecy at all times, increasing your Weapon and Spell Critical rating by 2629.

Name: Treasure Hunter
Type: Dungeon
Location: Volenfell

Obtainable items:
  • Jewels
  • Weapons
  • Light Armor


None Ring None Neck  Mace  Dagger  Axe  Sword  Shield  Sword  Mace  Axe  Lightning Staff  Ice Staff  Healing Staff  Bow  Inferno Staff Light Feet Light Head Light Chest Light Legs Light Hands Light Shoulders Light Waist

Unique items in this set


 Quintus' Exploding Staff
LEVEL 50 - CP 160
Part of the Treasure Hunter set
Type: Two-Handed Inferno Staff
Trait: Charged
Location: Volenfell, Quintus Verres and the Monstrous Gargoyle

 Ancient Imperial Staff
LEVEL 50 - CP 160
Part of the Treasure Hunter set
Type: Two-Handed Healing Staff
Trait: Infused
Location: Volenfell, Guardian Council

 Beetle Eye Ring
LEVEL 50 - CP 160
Part of the Treasure Hunter set
Type: Ring
Trait: Arcane
Location: Volenfell, Boilbite

Other sets you that might interest you

Senche-Raht's Grit
LEVEL 50 - CP 160
ESO-Hub.com
Type Craftable
ArmorSet bonus
(2 items) Adds 4% Healing Done
(3 items) Adds 1206 Maximum Health
(4 items) Adds 4% Healing Taken
(5 items) After being damaged by a damage over time ability, increase your Healing Received by 6% and your Physical and Spell Resistance by 2585 for 3 seconds.
Ulfnor's Favor
LEVEL 50 - CP 160
ESO-Hub.com
Type Dungeon
ArmorSet bonus
(2 items) Adds 1206 Maximum Health
(3 items) Adds 129 Magicka Recovery, Adds 129 Stamina Recovery
(4 items) Adds 4% Healing Taken
(5 items) Increases the Magicka or Stamina your Heavy Attacks restore by 30%.
Immolator Charr
LEVEL 50 - CP 160
ESO-Hub.com
Type Monster Set
ArmorSet bonus
(1 item) Adds 1487 Armor
(2 items) Adds 1206 Maximum Health, When you take damage while below 50% Health, gain immunity to immobilization, snares, and crowd control effects for 10 seconds. This effect can occur once every 40 seconds.

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