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Wizard's Ward (ML16)

Shield Type Orb
Proficiency Orb Proficiency
Minimum Level 16
Binding Binds to Character on Equip
Shield Bonus +0
Damage 1d6 Force
Critical Roll (5%) 20-20 / x2
Attack Mod STR, INT
Damage Mod STR, INT
Description This exquisite crystal orb is imbued with a myriad of enchantments to help a wielder better focus and direct arcane energies.
Material Gem
Durability 225
Weight 3.00 lbs
Effects
  • Elemental Absorption -5%: This effect absorbs 5% of all acid, cold, fire, and electrical damage you would have taken, after all other protections have been penetrated.
  • Spell Penetration II: Passive: +2 Equipment Bonus to Spell Penetration checks.
  • Spell Focus I: Passive: +1 Equipment Bonus to the DC to resist all of your spells.
  • Elemental Absorption -5%: This effect absorbs 5% of all acid, cold, fire, and electrical damage you would have taken, after all other protections have been penetrated.
  • +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.
1 of these
  • Corrosion: Passive: +78 Equipment Bonus to Acid Spell Power.
  • Glaciation: Passive: +78 Equipment Bonus to Cold Spell Power.
  • Combustion: Passive: +78 Equipment Bonus to Fire Spell Power.
  • Magnetism: Passive: +78 Equipment Bonus to Electric Spell Power.
  • Impulse: Passive: +78 Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage).

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Wizard's Ward (ML16)
Wizard's Ward (ML16)
Orb
Equips to: Off Hand
Orb Proficiency
Minimum Level: 16
Binds to Character on Equip
Shield Bonus: +0
Base Damage Rating: 3.67
Damage: 1d6 Force
Critical Roll: (5%) 20-20 / x2
Attack Mod: STR, INT
Damage Mod: STR, INT
Elemental Absorption -5%: This effect absorbs 5% of all acid, cold, fire, and electrical damage you would have taken, after all other protections have been penetrated.
Spell Penetration II: Passive: +2 Equipment Bonus to Spell Penetration checks.
Spell Focus I: Passive: +1 Equipment Bonus to the DC to resist all of your spells.
Elemental Absorption -5%: This effect absorbs 5% of all acid, cold, fire, and electrical damage you would have taken, after all other protections have been penetrated.
+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.
Impulse: Passive: +78 Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage).
Durability: 225 / 225
Gem (Hardness: 26)
This exquisite crystal orb is imbued with a myriad of enchantments to help a wielder better focus and direct arcane energies.