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Nether Orb (ML17)

Shield Type Orb
Proficiency Orb Proficiency
Minimum Level 17
Binding Binds to Character on Equip
Shield Bonus +0
Damage 0[1d6] Force
Critical Roll (5%) 20-20 / x2
Attack Mod STR, INT
Damage Mod STR, INT
Description Some more devious Netherse Wizard discovered how to syphon the life energies of his enemies and convert it into magical energies. Some called him mad. Some called him brilliant. The rest called him careless for allowing this ability to only function by touch.
Material Gem
Durability 235
Weight 3.00 lbs
Effects
  • Spell Lore VI: Passive: All of your spells gain a +6% Equipment Bonus to their chance to Critical Hit.
  • +4 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +4 Orb bonus to all saving throws, as well as Acid, Cold, Electric, Fire, and Sonic resistances.
  • Energy Siphon IV: On Hit: Gain 20 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
1 of these
  • Evocation Focus II: Passive: +2 Equipment Bonus to the DC to resist your Evocation spells.
  • Transmutation Focus II: Passive: +2 Equipment Bonus to the DC to resist your Transmutation spells.
  • Necromancy Focus II: Passive: +2 Equipment Bonus to the DC to resist your Necromancy spells.
  • Conjuration Focus II: Passive: +2 Equipment Bonus to the DC to resist your Conjuration spells.
  • Enchantment Focus II: Passive: +2 Equipment Bonus to the DC to resist your Enchantment spells.
Augment Slots
  • Red Augment Slot

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Nether Orb (ML17)
Nether Orb (ML17)
Orb
Equips to: Off Hand
Orb Proficiency
Minimum Level: 17
Binds to Character on Equip
Shield Bonus: +0
Base Damage Rating: 0.00
Damage: 0[1d6] Force
Critical Roll: (5%) 20-20 / x2
Attack Mod: STR, INT
Damage Mod: STR, INT
Spell Lore VI: Passive: All of your spells gain a +6% Equipment Bonus to their chance to Critical Hit.
+4 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +4 Orb bonus to all saving throws, as well as Acid, Cold, Electric, Fire, and Sonic resistances.
Energy Siphon IV: On Hit: Gain 20 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
Enchantment Focus II: Passive: +2 Equipment Bonus to the DC to resist your Enchantment spells.
Augments:
Red Augment Slot: Empty
Durability: 235 / 235
Gem (Hardness: 37)
Some more devious Netherse Wizard discovered how to syphon the life energies of his enemies and convert it into magical energies. Some called him mad. Some called him brilliant. The rest called him careless for allowing this ability to only function by touch.