BETA — This site is under active development. Data may be incomplete or incorrect.

Wizard's Ward (ML23)

Shield Type Orb
Proficiency Orb Proficiency
Minimum Level 23
Binding Binds to Character on Equip
Shield Bonus +0
Damage 1d8 Force
Critical Roll (5%) 20-20 / x2
Attack Mod STR, INT
Damage Mod STR, INT
Description This incomparable crystal orb is imbued with a myriad of enchantments to help a wielder better focus and direct arcane energies.
Material Gem
Durability 305
Weight 3.00 lbs
Effects
  • Elemental Absorption -10%: This effect absorbs 10% of all acid, cold, fire, and electrical damage you would have taken, after all other protections have been penetrated.
  • Spell Penetration III: Passive: +3 Equipment Bonus to Spell Penetration checks.
  • Spell Focus II: Passive: +2 Equipment Bonus to the DC to resist all of your spells.
  • +6 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +6 Orb bonus to all saving throws, as well as Acid, Cold, Electric, Fire, and Sonic resistances.
1 of these
  • Corrosion: Passive: +108 Equipment Bonus to Acid Spell Power.
  • Glaciation: Passive: +108 Equipment Bonus to Cold Spell Power.
  • Combustion: Passive: +108 Equipment Bonus to Fire Spell Power.
  • Magnetism: Passive: +108 Equipment Bonus to Electric Spell Power.
  • Impulse: Passive: +108 Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage).

Drag to turn · wheel or pinch to zoom · right-drag or Shift-drag to pan · double-click to reset · Esc to close

Drag to turn
Wizard's Ward (ML23)
Wizard's Ward (ML23)
Orb
Equips to: Off Hand
Orb Proficiency
Minimum Level: 23
Binds to Character on Equip
Shield Bonus: +0
Base Damage Rating: 4.72
Damage: 1d8 Force
Critical Roll: (5%) 20-20 / x2
Attack Mod: STR, INT
Damage Mod: STR, INT
Elemental Absorption -10%: This effect absorbs 10% of all acid, cold, fire, and electrical damage you would have taken, after all other protections have been penetrated.
Spell Penetration III: Passive: +3 Equipment Bonus to Spell Penetration checks.
Spell Focus II: Passive: +2 Equipment Bonus to the DC to resist all of your spells.
+6 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +6 Orb bonus to all saving throws, as well as Acid, Cold, Electric, Fire, and Sonic resistances.
Magnetism: Passive: +108 Equipment Bonus to Electric Spell Power.
Durability: 305 / 305
Gem (Hardness: 33)
This incomparable crystal orb is imbued with a myriad of enchantments to help a wielder better focus and direct arcane energies.