It is a ring containing the force of nature; it is said to protect the bearer from being paralyzed.
* 3 Tourmaline Ring
* Bolt Ring
* Raises paralyzation resistance by 1/3.
* Adds three tourmaline magic points.
| Attributes | Values |
|---|
| rdfs:label
| |
| rdfs:comment
| - It is a ring containing the force of nature; it is said to protect the bearer from being paralyzed.
* 3 Tourmaline Ring
* Bolt Ring
* Raises paralyzation resistance by 1/3.
* Adds three tourmaline magic points.
- Level: Drum 6 Spell Resistance: yes Turning your drum into a ring of lightning, you hula hoop at your foe until they are a smoldering heap. You create an aura of lightning that moves with you. This is an aura that effects creatures within 5 feet of you. Creatures whom move adjacent to you or whom attack you in melee take 2d10 electricity damage. All attacks that you make deal an additional +2d10 electricity including spells and techniques damage and you gain a +1 deflection bonus to armor class for every 2 levels you possess (Max +10), you also gain lightning resistance 10 while this is active. Finally, while this is active, if you use a technique that deals lightning damage, you can expend this to deal maximum damage. This lasts for 1 round per level.
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| Level
| |
| dcterms:subject
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| hq 3 yield
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| hq 2 yield
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| Crystal
| |
| dbkwik:ffxiclopedi...iPageUsesTemplate
| |
| Ingredient
| - Orichalcum Ring
- Lightning Bead
- Thunder Ring
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| Slot
| |
| Name
| |
| Cap
| |
| Result
| - Orichalcum Ingot
- Thunder Ring
|
| Stats
| - DEF: 3 DEX +5 VIT -2 MND +2
|
| Craft
| |
| hq 3 result
| |
| abstract
| - It is a ring containing the force of nature; it is said to protect the bearer from being paralyzed.
* 3 Tourmaline Ring
* Bolt Ring
* Raises paralyzation resistance by 1/3.
* Adds three tourmaline magic points.
- Level: Drum 6 Spell Resistance: yes Turning your drum into a ring of lightning, you hula hoop at your foe until they are a smoldering heap. You create an aura of lightning that moves with you. This is an aura that effects creatures within 5 feet of you. Creatures whom move adjacent to you or whom attack you in melee take 2d10 electricity damage. All attacks that you make deal an additional +2d10 electricity including spells and techniques damage and you gain a +1 deflection bonus to armor class for every 2 levels you possess (Max +10), you also gain lightning resistance 10 while this is active. Finally, while this is active, if you use a technique that deals lightning damage, you can expend this to deal maximum damage. This lasts for 1 round per level.
|