Wizard's Ward (ML 16)

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Wizard's Ward Icon.pngWizard's Ward
Orb
Magical Training
Minimum Level: 16
Bound to Character on Equip
Shield Bonus: +0
Damage Reduction (DR):
Base DamageGreyQuestion.png: 3.68
Damage: 1d6
Damage Types: Force
Critical Roll: 20 / x2
Attack Mod: INT, CHA
Damage Mod: INT, CHA
Enchantments:
  • 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 Sonice resistances.
  • Spell Focus Mastery +1: Passive: +1 Equipment bonus to DC of all spells.
  • Equipped Spell Penetration +2: Passive: +2 Equipment bonus to penetrate Spell Resistance.
  • One Of:
    • Combustion +78: Passive: +78 Equipment bonus to Fire Spell Power.
    • Corrosion +78: Passive: +78 Equipment bonus to Acid Spell Power.
    • Glaciation +78: Passive: +78 Equipment bonus to Cold Spell Power.
    • Impulse +78: Passive: +78 Equipment bonus to Force, Physical, and Untyped Spells Spell Power.
    • Magnetism +78: Passive: +78 Equipment bonus to Electric Spell Power.
Material: This item is made out of: Gem
Hardness: 19 Durability: 155
Description: This exquisite crystal orb is imbued with a myriad of enchantments to help a wielder better focus and direct arcane energies.
Base Value: 6,702 Platinum3 lbs
Wizard's Ward.png
Where To Find: Detour (Heroic Normal), Song's Chest