a spiraled orase runestaff inlaid with flecks of mithglin | mana flares | (250)
Anyone know how much mana this flares?
a spiraled orase runestaff inlaid with flecks of mithglin | mana flares | (250)
Anyone know how much mana this flares?
The realm weapons have nifty loresongs, or the Eonake morning star I bought does at least
The first thing that strikes you about the star is the sturdy craftmanship, the uncanny balance, and the elegant design. The metal from which the star is crafted feels strangely heavy in your hand. You sense rare, wild magics in the weapon, magics that are tied in some elemental fashion to time and place.
Your voice strains to overcome the protective properties of a spiked eonake morning star. An image, faint at first, forms slowly in your mind. An ancient forge lit by a small, white hot fire. A leather-aproned dwarf, hammer in hand, squinting against the bright fire, intently examining the still hot weapon. A gentle tap here, a feathery touch there, each made with quiet confidence, each touch of hammer to weapon almost a prayer.
The scene shifts as you continue your song. A stone croft on some remote, barren mountainside. Beside the croft, a stone structure resembling a well, but filled with what appears to be peculiar orange sand. The edge of the star is immersed to the hilt in this odd sand. The dwarven smithy stands well to one side as the sand begins to roil and shift. Waves of power emanate from the sand, enveloping the weapon. Lightning flashes, flames dance around the rim of the structure, the ground rattles, wisps of icy blue fire encircle the weapon, the harsh stink of acid envelopes the area.
Spellbound items
The wands and rods in Spellbound cast multiple spells at once.
an entwined three-stranded vaalorn rod - Casts 401, 406, and 414 1x a day
a rune-carved fireleaf wand - Casts 611, 511, and 419 1x a day
an entwined iron and bronze rod - Casts 417 and 119 5x a day
an entwined white and green crystal wand - Casts 509 and 606 2x a day
The tome and codex are fluff (with a ton of verbs).
The jars and bottles are the same as last time.
The parchment and such behind the prick are premade spell preps.
~Wyrom, APM
“I’m not in this world to live up to your expectations and you’re not in this world to live up to mine.”
https://gswiki.play.net/mediawiki/in...illage_archive
Page created for removed items.
PB: One day you'll need this number: 988.
I had hoped the realm weapons would change flares depending on the hunting grounds you were in but I think it might just stick to one flare per town. I got grapple flares in about four places I checked in the landing...
You gesture at a frost giant.
You hurl a small surge of electricity at a frost giant!
AS: +316 vs DS: +122 with AvD: +24 + d100 roll: +8 = +226
... and hit for 18 points of damage!
Light shock to right arm. That stings!
** Your silvery lor staff releases a twisted tendril of force! **
... 15 points of damage!
Weak grapple around the neck bruises windpipe.
When you pull it out...
You get a glaes-banded silvery lor staff from inside your suede jacket. It emits a low, rumbling tone.
Last edited by RAR; 07-25-2015 at 03:53 PM.
Thinking of buying one of those HCP resistant helms for my Warrior.
Would Crush or Lightning resistance be more useful? I keep leaning towards Lightning considering how fatal Lightning strikes to the head can be and extra magical protection is probably good, though I am unsure. Any suggestions?
Also kind of sucks if the realm based flares are only per town and not per hunting area. Was considering the sledgehammer for my Warrior - his current weapon has no flares, though, so I suppose some flares are better than no flares.