Dragon's Lair Armory

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Dragon's Lair Armory

by Strato December 7th, 2017, 5:42 pm
Dragon's Lair Armory

Last Updated: 11/8/2018 (Packie)

The armory of Dragon's Lair is a large room filled with metallic weapon stands & dark-brown metal lockers in short hallways, as well as a number of hangers lining the walls where suits of armor can be hanged, as well as a firing range to test the effectiveness of firearms and a workbench to perform simple repairs on damaged or defective equipment, maintained by the DW on a regular basis. There is also seating available to lounge & read if one so desires.

Rules for Use
When taking something from the armory, please send a PM to a GM (I'll try to be as responsive as I can).
In the case of Materia, if you return a Materia you have used, denote the AP the materia has; otherwise it will be treated as a baby if no (master) or AP Amount: is placed next to it.
If adding something, let one of us know so we can add it.
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General Fund

Gil: 1,185,583
Zollar: 105
Crowns: 1,609,365

Weapons
Note: "All types" refers to materials leading up to the specified level, in abundance. These can be taken freely and form "baseline" equipment.

Enchantment Locker - "Weapon Aura"
A special cabinet-sized locker lined in alchemic transmutation circles and magical designs, this weapon locker uses special alchemy to grant spiritual power to a weapon of any type, including ranged weapons that generally cannot be enchanted.

This locker bestows the "Weapon Aura" enchantment onto a weapon, and does not require a roll to be used.

Name: Weapon Aura
Equipment: Weapons
Effect: Allows weapon to strike Heartless and other immaterial foes.
DC: 160
MP Cost: 500
Mage Level Required: 1
Augmentation Slots Occupied: 1

Melee Weapons

Swords (Weapon Proficiency: Swords)
All types up to Denzium material.

Usurper's Storm(Neosteel Greatsword)
Price: 225,900 gil
Augmentation Slots: 4
DC to make: 4800
Roll Bonus: +15
Damage Mod: 45
On Crit, *6 lighting damage next hit

Name: Aetherium Shortsword
DC To Make: 3225
Skill Level To Use: 25
Price: 147825 gil
Augmentation Slots: 5
Roll Bonus: +42
Damage Mod: 25.5

Name: Jasper Greatsword
DC To Make: 8760
Skill Level To Use: 25
Price: 368,550
Augmentation Slots: 5
Roll Bonus: +19
Damage Mod: 57

Chakram (Weapon Proficiency: Chakram, Throwing Weapons)
All types up to Denzium material.

Scythes (Weapon Proficiency: Scythes)
All types up to Denzium material.

Sword Hammers (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

War Hammers (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

Battle Axes (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

War Axes (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

Javelins (Weapon Proficiency: Polearms, Throwing Weapons)
All types up to Denzium material.

Tridents (Weapon Proficiency: Polearms)
All types up to Denzium material.

Polearms (Weapon Proficiency: Polearms)
All types up to Denzium material.

Clubs (Weapon Proficiency: Clubs)
All types up to Denzium material.

Maces (Weapon Proficiency: Clubs)
All types up to Denzium material.

Flails (Weapon Proficiency: Clubs/Whips)
All types up to Denzium material.

Name: Kunzite Flail
DC To Make: 6080
Skill Level To Use: 25
Price: 216,000
Augmentation Slots: 2
Roll Bonus: +81
Damage Mod: 24

Meteor Hammers (Weapon Proficiency: Whips, Martial Arts)
All types up to Denzium material.

Whips (Weapon Proficiency: Whips)
All types up to Denzium material.

Swallows (Weapon Proficiency: Staves)
All types up to Denzium material.

Staves (Weapon Proficiency: Staves)
All types up to Denzium material.

Name: Amber Staff
Price: 221400 gil
Augmentation Slots: 10
Roll Bonus: +72
Damage Mod: 14.4
DC To Make: 5040
Skill Level To Use: 25

Name: Court Wizard's Rivalry (Orichalcum Staff)
Description: Whom the owner of this staff was is lost to history, but anyone that wields this staff can quickly identify his deep burning rivalry for other Court Wizards. This staff carries the names, and the courts they serve, of several other court wizards all since perished to the passage of time, several of the names having a neat line cut through them. Clearly this weapon was forged to either serve, or end his rivalry.
Augmentation Slots: 9
Roll Bonus: +66 (76 when blocking)
Damage Mod: 13.2
Skill Level To Use: 24
Natural Property:
Status Strike: 25% chance per attack to inflict: acute Silence
Mage Killer: *2 damage to Mages
Tuning: 10/25
Hardening 5: +10 to Weapon Blocks and Arcane Defenses
Mana Conductivity 5: Applies 25% accuracy bonus to Magic Attacks
Augmentation Slots: 5/9
1-3: Augmented Casting: Increases Spell damage by *1.5
4: +15 Strength Bonus Enchantment
5: +15 Willpower Bonus Enchantment
6-9 Empty

Daggers (Weapon Proficiency: Daggers/Knives)
All types up to Denzium material.

Name: Garnet Dagger
DC To Make: 5148
Skill Level To Use: 25
Price: 140130 gil
Augmentation Slots: 4
Roll Bonus: +55
Damage Mod: 18.5

Daggers: 'The Dragons Claws' (starmetal grade)
Description: Two beautiful crafted blades with a dragon claw like motiff about the daggers with the maw of an open dragons mouth and neck forming the hilts of both of these dangerous blade.
DC To Make: 3692 Skill Level To Use: 24 Price: 988064(3458224)
Roll Bonus: +58 Damage Mod: 16(23.5)
[+50 Roll][+50 Reaction][+20 Dex][+20 Strength]
Tuning: Tempering X(+7.5)/Aero X(+50)

Daggers: 'The Dragons Claws' (starmetal grade)
Description: Two beautiful crafted blades with a dragon claw like motiff about the daggers with the maw of an open dragons mouth and neck forming the hilts of both of these dangerous blade.
Name: Starmetal Dagger x2
DC To Make: 3692 Skill Level To Use: 24 Price: 898240(3368400)
Roll Bonus: +59 Damage Mod: 17(24.5)
[+50 Roll][+50 Reaction][+20 Dex][+20 Strength]
Tuning: Tempering X(+7.5)/Aero X(+50)

Gloves (Weapon Proficiency: Martial Arts)
All types up to Denzium material.

Claw Edges (Weapon Proficiency: Martial Arts)
All types up to Denzium material.

Energy/Vibro Weapons (Weapon Proficiency: variable by weapon type)


Ranged Weapons

Shortbows
All types up to Denzium material.

Longbows
All types up to Denzium material.

Amber Long Bow
DC To Make: 5600 Skill Level To Use: 25 Price: 3364000 gil
Augmentation Slots: 2
Roll Bonus: +40 Damage Mod: 41.5
Tempering X: 12.5/Compounding X: +2 Crit

Crossbows
All types up to Dah'tan Manufacturing Spikethrower Crossbow

Pistols
All types up to Elanus Risk Control Services M-3 Predator

Name: Colt Cobra
Price: 154143(146436 gil)
Magicite Mod: Cost +10%. Comes with innate 'Weapon Aura'.
Augmentation Slots: 4
Roll Bonus: +55
Damage:6780 x 1d3
DC:5364
Skill Required:25

The Baby
Description: A pistol modified by the carrington institute to use two types barrels. A normal barrel for interchangable weapon types and HVAP(tungston) for Dense Armor. Taking a round to switch out from either. It also is outfitted with a silencer that works with either special barrel.
Price: 190200
Augmentation Slots: 3
[Extended Magazine][Tungsten Interchangable Barrel (Unsoakable Damage)][Red Dot Sight]
Roll Bonus: +33 Damage:3170 x 1d3
Ammo Type: Tungston/Standard
DC to Make:145

SMGs
All types up to B. Bauer K-Volt

Shotguns
All types up to Remington 7188

Assault Rifles
All types up to Devlon Industries Raptor

Battle Rifles
All types up to Lisunov Arms Grendel

Sniper Rifles
All types up to Haliat Armory Equalizer

Anti-Materiel Rifle


Machine Guns
All types up to Kalashnikov RPK LMG

Anti-Vehicle Launchers


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Armors

Light Armor
All types up to Denzium material.

Medium Armor
All types up to Denzium material.

Nova Armor(Andrium Armor)
Price: 258060 gil
Physical Soak Bonus: 2420(3630)
Magical Soak Bonus: 2420(3630)
Crafting DC: 2960
Stat 1: Immunity to Mild status effects
Stat 2: Exoskeleton V5(Str+20)
Support 1: Crystal Polymer Gel(Soaks+50%)
Support 2-5: Streamlined Design(Dodge+10)

Baggi Armor(Neosteel Armor)
Price: 150600 gil
Physical Soak Bonus: 2780
Magical Soak Bonus: 2780
Crafting DC: 3200
Water Damage -25%
Fire Damage +25%
Sleep Immunity

Heavy Armor
All types up to Denzium material.

Solinium Mail
Base Price: 202125
End Price: 668981
Physical Soak Bonus: 6970
Magical Soak Bonus: 3094
DC: 4400
Natural Property
Dragon Scale: +20% soak
GeoWard(Earth Damage -20%)
Augmentation Slots
Statistic:
4/4
+40 ExoSkeleton
+16 Dex
+16 Str
+16 Willpower
8/8
1:+40 Roll
2:Crystal Gel Ploymer: +50% soak
3:Internal Shielding IV: 20,000 HP shield, regens 5k over 4 rounds. On KO 3 rounds to restart
4-5:Variable Pressurized Suit
6: Cardiovertor Defibrillator: Will automatically raise the wearer from KO once per diem
7: Biosuit - Nanite Infusion IV
- Nanite Bioetherium Stimulation Program: Exo Skeleton may choose willpower/Magic Affinity
- Nanite Antibodies Program: Provides 25% resistance against the Plague, Poison, and Disease families of Status Effects.
- Nanite Regeneration Program: a user is restored to a maximum of 25% maximum HP. If user is above 25% HP, no effect.
- Nanite Repair Program: Lowers the severity of armor damaging status effects by 1 per round.
8: Heavy Assault Uniform: +10 to intimidation


Light Shields
All types up to Denzium material.


Heavy Shields
All types up to Denzium material.

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Accessories

1xDivine Amulet(Auto-Protect)

Name: Duralloy Ring of Thorns
Price: 1046250 crowns
Crafting DC: 4400
Max Enchantment Level: 6
Natural Property:
Intelligence +20
On an attack, roll luck. On 901+, you may add an additional hit at the end of your combo (1d3 becomes 1d3+1). The combo must still be full to trigger a mystic arte/finishing strike.
Up to thrice per day, any enemy that strikes you with martial arts or any weapon under 3 slots takes 5000 unsoakable damage.

Name: Garnet Ring of Fire Resistance
Price: 1167750 crowns
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property: +5
Intelligence +30
Wearer takes -50% fire damage.

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Items

Grenades

Fragmentation Grenades
Smoke Grenade
Fog Grenade
Stun Grenade / Flashbang
Chaff Grenade
Jamming Grenade
Concussion Grenade
EMP Grenade
Breaker Grenade

Curatives

2xPhoenix Down
1xRemedy Beta
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Magic

Spellbooks

Slowra Book(Level 4)
Fire II Book(Level 4)
Blizzaga II Book(Level 6)
Stonera Book(Level 7)
Shadowflare Spellbook(Level 8)

Materia
Note: All Materia are considered 'baby' materia at 0 AP unless otherwise indicated.)


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Miscellaneous

5xFire Stone(A small stone colored crimson with faint traces of fire magicks. Sells for 500 gil, or you can use 10 to grant Fire Ward to a suit of armor on creation as a natural property.)
1xStorm Stone(A small stone colored with faint traces of lightning magicks. Sells for 500 gil, or you can use 10 to grant 25% lightning resistance(specifically) to a suit of armor on creation as a natural property.)
7xEarth Stone(A small stone with faint traces of earth magicks. Sells for 500 gil, or you can use 10 to grant Earth Ward to a suit of armor on creation as a natural property.)
6xWind Stone(A small stone colored crimson with faint traces of wind magicks. Sells for 500 gil, or you can use 10 to grant Wind Ward to a suit of armor on creation as a natural property.)
1xIron Carapace(The hard shell of the Sleipnir's horns. Sells for 1,000 gil, or you can use 5 to increase an armor's soak values by 100 upon creation.)
1xDestrier Mane(The metallic lining upon a Nazarnir's mane known to be a spell reagent. Sells for 10,000 gil, or you may use 3 of them in the creation of a staff or casting aid to grant a natural property of +5 to casting rolls.)

Materials

1 unit of Durallium
2 units of Andrium
1 unit of Solinium

Enchantment Orbs



Casting Aids



Miscellaneous



Warframe Spoils



Monster Hunter Spoils

2xHoney

(((NORTHERN HIGHLANDS)))

Hairookami Gear
0/10 Hairookami Pelt
0/5 Hairookami Shell
0/1 Hairookami Oil
Weapons: Solinium level, natural Flamestrike
Casting Focus: Neosteel level, Natural Flamestrike
Accessory: Solinium level, Natural Flameward, Water deals 20% more damage.
Shield: Solinium level, Natural fire ward, 20% water weakness
Armor: Solinium, 50% fire resistance, 50% water weakness.

Hairosama Gear
0/1 Hairookami Armor
0/5 Hairookami Pelt
0/5 Hairookami Shell
0/5 Hairookami Oil
0/1 Hairookami Fuelgem
Weapons: Orichalcum level, Natural Flamerend, May be activated once a battle to add 4000 damage to physical attacks for three turns as a free action.
Casting Focus: Neosteel Level, Natural Flamerend & Burnstrike(Mild Burn)
Accessory Orichalcum Level, Natural Fire barrier, 20% Water weakness
Shield Orichalcum level, Natural Fire Barrier, 20% water weakness
Armor: Orichalcum, Fire immunity, 50% water weakness. May be ignited once a battle for three turns, adding 4000 fire damage to physical attacks.

Arzuros Gear
0/10 Arzuros Pelt
2/5 Arzuros Brace
1/5 Arzuros Carapace
1/1 Arzuros Shell
Weapons: Starmetal, Natural Autocast: Cure(Triggers only on a critical hit) & Sprainstrike(Mild Sprain)
Casting Focus: Neosteel, Natural Autocast: Cura (Triggers only on a critical cast.)
Accessory: Starmetal, Natural -10 to resist status effects & healing items have +50% effect. This added 50% is divided among the next 3 rounds.
Shield: Starmetal, Natural HP +10%, -10 to resist status effects.
Armor: Starmetal, +1000 physical defense, mild regen, -10 to rolls to resist status effects

Gypceros Gear
0/10 Gypceros Hide
0/10 Gypceros Claw
0/5 Gypceros Membrane
0/1 Gypceros Light Gem
Weapons: Orichalcum, Natural Poisonstrike(Moderate Poison). Reduce mana costs by 5%, Reduce mana replenishment effectiveness 5%
Casting Focus: Neosteel, Natural Autocast: Prism (Triggers only on a critical cast), Poisonstrike(Moderate Poison)
Accessory: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce Mana replenishment 5%.
Shield: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce mana replenishment 5%.
Armor: Orichalcum, Reduce Mana costs by 15%, Immunity to mild and moderate poison, reduce effectiveness of mana replenishment by 20%.

Khezu Gear
0/10 Flabby Hide
0/10 Pale Bone
0/5 Electro Sac
0/1 Thunder Pearl
Weapons: Orichalcum, Natural Aerorend, Ignores mild/moderate invisibility
Casting Focus: Neosteel, Natural Aerorend & any lightning spells cast split their damage equally among all combatants in the same area, even allies.
Accessory: Orichalcum, Lightning Ward, Allows control over Khezu Armor's trait
Shield: Orichalcum, Lightning immunity, if there are allies in the same area then this lightning damage is split evenly among them instead.
Khezu armor: Orichalcum, Splits recovery items and spell effects evenly among nearby allies, Positive status effects are split, but reduced by one severity per extra person, minimum mild, Lightning Immunity, If there are allies nearby lightning damage is split evenly among them instead.

Basarios Gear
0/10 Basarios Shell
0/10 Basarios Bone
0/5 Basarios Wing
0/1 Basarios Tear
Weapons: Aetherium: Natural Flamerend, +10 Block/Dodge, -10 to hit.
Casting Focus: Duralloy, Natural Flamerend & Burnstrike (Moderate Burn).
Accessory: Aetherium: Natural Flame Ward, +10 Block/Dodge, -10 Athletics/Swimming/Acrobatics/Reaction
Shield: Aetherium: Natural Flame Ward, +15 to Hide checks in natural environments
Armor: Aetherium: 50% Fire Resist, +15 Defense/Dodge rolls, -15 Athletics/Swimming/Acrobatics/Reaction.

Duramboros Gear
2/10 Duramboros Shell
1/10 Duramboros Tailbone
1/5 Duramboros Horn
0/1 Hard Mossplate
Weapons: Aetherium: +2 Damage mod per KO suffered during mission, capping at three stacks. Knockdownstrike(Mild Off Guard), Unable to crit, only Divine.
Casting Focus: Duralloy: +1 Spell damage mod per KO suffered during mission, capping at three stacks. Unable to crit, only divine
Accessory: Aetherium, +1000 physical and magical soak per Ko suffered during mission, capping at three stacks. Unable to crit, only divine
Shield: Aetherium. Mild Endure to start a battle, usable once per mission. If you have previous KO bonuses from other Duramboros gear that are granting you bonuses, you can spend each 'KO' to increase the severity of this Endure by +1 per charge. Unable to crit, only divine.
Armor: Aetherium Armor, +10 to attack and defense rolls for each KO suffered during a mission, capping at three stacks, Mild Regeneration, makes it impossible to crit, only Divine.

Kirin Gear
0/10 Kirin Hide
0/10 Kirin Mane
0/5 Thunder Tail
0/1 Kirin Horn
Weapons: Amber: Natural Aerorend. Deals 10% extra damage as lightning.
Casting Focus: Amber: Natural Aerorend, +20 bonus to accuracy of lightning spells
Accessory: Amber: Lightning ward, Provides protection from extreme thunderstorms.
Shield: Amber: Lightning Ward, can block lightning-elemental attacks.
Armor: Amber, Lightning Immunity, Raises elemental damage by .5, Positive status effects last one less turn(Minimum one)

Platinum Kirin Gear
0/10 Shiny Kirin Hide
0/10 Platinum Kirin Mane
0/5 Shining Tail
0/1 Platinum Kirin Horn
Weapons: Garnet, Natural Aerorend, once every 3 rounds it can be used like a Platinum Kirin's teleport charge, making the attack unsoakable.
Casting Focus: Amber, Natural Aerorend, gains a charge every time a lightning spell is cast, up to 5. Charges can be added to empower a lightning spell's spell damage (+1 to spell modifier for every charge spent).
Accessory: Garnet, Lightning Immunity, restores 1/50th of lightning damage absorbed as MP.
Shield: Garnet, Lightning Immunity, on successful defense against lightning, can redirect attack using original attack roll.
Armor: Garnet, Raises Elemental Damage by *1, Immune to Lightning/Lightning damage is absorbed up to 100,000 points which can then be unleashed to power up a physical or lightning elemental attack, -20% all other elemental resistances.



(((JHEN MOHRAN)))

Jhen Mohran Gear
1/10 Mohran Carapace
0/5 Mohran Brace
5/2 Sturdy Fang
0/1 Earth Dragongem
Armor: Amber Quality, 20% Earth Resist, When Ore is found, Make a luck roll, on 750+ it is one quality higher, -10 to Artisan Skills
Weapon Amber Quality, Earthstrike, Improved Critical,
Casting Focus: Amber Quality, Earthstrike, Improved Critical
Accessory: Amber Quality, Can be used to 'swim' through sand and soil, allowing swimming to be used in place of athletics... does not provide oxygen. Immunity to sound based status effects.
Shield: Amber Quality, 50% Earth Resist, 50% Wind Weakness, can block 20,000 HP worth of otherwise unsoakable/unblockable damage before being sundered and requiring repairs.



(((DESERTED ISLAND)))

Jaggi Gear
0/10 Jaggi Hide
0/10 Bird Wyvern Fang
0/3 Great Jaggi Hide
0/1 Great Jaggi Claw
0/1 Bird Wyvern Gem
Armor: Solinium, +5% HP, +20% fire damage.
Weapon: Solinium, +10 to hit
Casting Focus: Neosteel, +10 to hit
Accessory: Solinium, +5 to any action ordered by an acknowledged superior/someone wearing the Velocidrome Accessory. +5% HP, +20% fire damage.
Shield: Solinium, +5 to block. If an ally is equipped with Great Jaggi gear, +20% fire damage.

Great Jaggi Gear
0/10 Jaggi Hide
0/5 Great Jaggi Hide
0/2 Great Jaggi Claw
0/1 King's Frill
0/1 Bird Wyvern Gem
Armor: Solinium +10 to dodge, +50% lightning damage
Weapon: Solinium: +5 to hit a target attacked by someone with a Jaggi weapon in the last round.
Casting Focus: Neosteel +5 to hit a target attacked by someone with a Jaggi casting focus in the last round.
Accessory: Solinium, Grants +5 to any action ordered to a subordinate/wearing any Jaggi Gear. This is one-shot, not cumulative.
Shield: Solinium, +5 Block for every ally in battle with a Jaggi Shield, capped at +15. +50% lightning damage.

Yian Kut-Ku Gear
0/15 Yian Kut-Ku Hide
0/5 Yian Kut-Ku Claws
0/1 Large Beak
Armor: Starmetal, Fire Barrier, +20% Water/Wind damage.
Weapon Starmetal, additional 1500 Fire magic damage on each hit.
Casting Focus: Neosteel, Flamestrike.
Accessory: Starmetal, Once per diem, look so pathetic a target attacks a real threat instead. Activated as a free action.
Shield: Starmetal, +10 Perception. +20% Water/Wind damage.

Quropeco Gear
0/7 Vivid Feather
0/7 Flintstone
0/7 Peco Down
0/2 Strange Beak
Armor: Orichalcum, +10 Perform, +10 Diplomacy, +50% lightning damage
Weapon: Orichahlcum, Melodic: When achieving Maximum Combo, cast cure on self (10% heal).
Casting Focus: Neosteel, Musical: Spreads single-person buffs to a second target.
Accessory: Orichalcum, Call of the Wild: Summons another encounter worth of monsters on a hunt.
Shield: Orichalcum: Mild provoke on successful block, afflicting the attacker for 1d5 rounds.

Rathian Gear
0/10 Rathian Hide
0/10 Rathian Spike
0/2 Inferno Sac
0/1 Rathian Ruby
Armor: Amber, Poison Immunity, Fire Barrier, +50% lightning damage
Weapon: Amber: Flamestrike, +5 bonus when paired with Rathalos Weapon.
Casting Focus: Amber, Flamerend, +5 Bonus when paired with Rathalos Weapon.
Accessory: Amber, may spend an action coating a weapon in Rathian poison, causing it to inflict Moderate Poison on next strike.
Shield: Amber, 50% Fire Resistance, +5 to protecting younger allies, +50% lightning damage

Rathalos Gear
0/10 Rathalos Hide
0/10 Inferno Sac
0/2 Rathalos Plate
0/1 Rathalos Ruby
Armor: Amber: Fireproof, Ignore climate heat, take +100% damage from lightning.
Weapon: Amber, Flamerend, +5 Bonus when paired with Rathian weapon.
Casting Focus: Amber, Flamerend, +5 Bonus when paired with Rathian Weapon
Accessory: Amber, Spend 250 MP, cast a trio of fireballs at range suitable to character's normal attack, using their regular attack roll. 10,000 damage each, 1d3 hits.
Shield: Amber Fireproof, +5 when guarding someone in Rathian gear. Take +100% damage from lightning.

Lagiacrus Gear
0/10 Lagiacrus Hide
0/10 Shell Shocker
0/1 Lagiacrus Sapphire
Armor: Garnet, Lightningproof, +10 to swimming, +100% fire damage.
Weapon Garnet: Aerorend. When struck by a lightning-elemental attack, half of unmitigated lightning damage taken is added to damage done for 2 rounds.
Casting Focus: Amber. Aerorend. When struck by a lightning-elemental attack, half of unmitigated lightning damage taken is added to lightning spell damage for 2 rounds.
Accessory: Garnet. When struck by lightning, or activated using an action, gains a thunder charge, up to 4. May expend all thunder charges to launch a 1d410+200 attack, that fires one 20,000 damage thunderball per charge.
Shield: Garnet, When struck by lightning or activated using an action, gains a thunder charge, up to 4. May expend all thunder charges to electrify the shield, inflicting mild magnetize for chargelevel turns to attackers on a successful block. Lasts 2 rounds, shares charge pool with Lagiacrus accessory.
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