Armements magiques

Marchandises vendu au Métal Mystique (Maevielle et Daguerios)

Armes

Toutes catégories

  • Magique +1 = 360 gold
  • Magique +2 = 1800 gold
  • Terrifiante +2 = 2600 gold
    Critical : +2d10
    +4 intimidate checks
  • Vicious +2 = 2600 gold
    Critical : +2d12

Melee seulement

  • Parry +2 = 2600 gold
    Daily (Immediate interrupt) : An enemy hits you, you make a basic melee attack. Si résultat plus haut que attaque enemie, l’attaque est bloquée.
  • Bloodmaul +2 = 2600 gold
    Critical : +2d6, +2d10 vs bloodied
    Daily : Free action. Trigger : you bloody an enemy. Deal extra + 2d10.
  • Pinning +2 = 2600 gold
    Daily : Free action. After you hit an enemy, the enemy is immobilized until you are no longer adjacent to it.
  • Sanglante +2 = 2600 gold
    Encounter (Free) : You hit, take damage up to weapon magic bonus (can’t be prevented) : target takes double that damage, triple if your weapon is 2 handed

Ranged seulement

  • Boltshard +2 = 2600 gold
    Daily (standard) : Basic ranged attack, close blast 3
  • Quenchquiver +2 = 2600 gold
    Critical : +2d6, +2d10 vs fire creatures
    No penalty underwater.
    Requires no ammunition. A bolt/arrow of water forms when drawing the string and evaporates if unused.
    Daily : Free action. Trigger : you hit with ranged attack. Target is pushed 2 squares and knocked prone.

Armures

Toutes catégories

  • Armure magique +1 = 360 gold
  • Armure magique +2 = 1800 gold
  • Armure de résistance +2 = 2600 gold
    Resist 5 (1 élément au choix)
  • Armure du maraudeur +2 = 2600 gold
    Daily (free) : trigger (You hit with a charge), spend healing surge + armor bonus OU saving throw + armor bonus
  • Armure du vétéran +2 = 2600 gold
    +1 item bonus to all attacks and defense until end of next turn when you spend an action point
  • Armure de récupération soudaine +2 = 3400 gold
    +1 item bonus vs ongoing damage, Daily (minor) : ends ongoing damage, gets regenerate equal to the ongoing damage until end of encounter

Cloth

  • Vêtement phantome +2 = 3400 gold
    Daily (immediate interrupt) : insubtantiel until end of next turn

Cuir ou Hide

  • Armure bestiale +2 = 3400 gold
    Daily (free) : after you hit with a charge, make a melee basic attack with +2 attack vs same target

Scale ou Plate

  • Armure tranchante +2 = 3400 gold
    Un ennemi miss : le porteur peut faire basic melee attack pour infliger 1d6 avec les piques de l’armure

Reliques (implements)

Toutes catérogies

  • Magique +1 = 360 gold
  • Magique +2 = 1800 gold

Ki focus

  • Attaque phantome +2 = 2600 gold
    Critical : +2d6
    Ignore le insubstantiel
  • Frappe du cobra +2 = 2600 gold
    Critical : 2d8 poison
    +2 saves vs poison
    Daily-poison (free) : you hit an enemy, deal DoT poison = 2
    STR ou WIS mod (save ends)

Totems

  • Portée mystique +2 = 2600 gold
    Critical : +2d8 damage
    Melee spirit powers ont un range de 2 au lieu de 1
  • Esprits affamés +2 = 2600 gold
    Critical : +2d10 damage
    On a critical : you can move your spirit to a space adjacent to target
    Daily-Healing-Spirit (Free) : Your spirit hit an enemy with a pirmal spirit power. You and one ally within 2 squares from target can spend an healing surge.

Symbols sacrés

  • Forge divine +2 = 2600 gold
    Critical : +2d6 fire
    Premier implement power par encounter fait +WIS mod fire damage.
    Daily (minor) : 1 arme sur porteur ou sur personne adjacente reçoit +2 damage until end of next turn.
  • Shared healing +2 = 2600 gold
    Critical : +2d6
    Daily (healing) : Free action. When you spend an healing surge, one ally withing 5 squares can spend an healing surge +2.

Staff

  • Moonsilver +2 = 2600 gold
    Critical : +2d6 radiant
    Treat as silvered with attacks or implement powers
    Daily : Free. Trigger : you hit with arcane radiant power. Target takes extra radiant = 5 + staff bonus (2).
  • Distant Shielding +2 = 2600 gold
    Critical : +2d6
    Daily (Radiant) : Minor action. Choose one ally withing 10 squares. Next enemy attack against ally receives 10 radiant until end of encounter.

Armements magiques

Returned Abeir Biltriss