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  1. #1
    Community Member Seljuck's Avatar
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    Post Full List of Legendary Green Steel Effects

    Full List of Legendary Green Steel Effects*

    Here is list of Legendary Green Steel Effects. I will add missing effect when they will be added to lamannia, as well as they cost in ingredients. Tier 3 effects appears in different formulas so it will take some time to add them all. In addition to these effects, Legendary Green Steel will have active slot for clickie and mysterious bonus effect. Mysterious effect will depend on chosen augments on each tier.

    Tier 0 (blank) –Altar of Fecundity

    All legendary Green Steel items require 100 Codex Runes and 100 Commendations of Valor to be created. Items are BtCoA. Here is exemplary Green Steel Great Axe.



    Tier 1 - Legendary Altar of Invasion

    Legend:
    Code:
    Ingredients
    -       LSGA - Legendary Small Glowing Arrowhead
    -       LSGB - Legendary Small Gnawed Bone
    -       LSTS - Legendary Small Twisted Shrapnel
    -       LSLoIC - Legendary Small Length of Infernal Chain
    -       LSSS - Legendary Small Sulfurous Stone
    -       LSDS - Legendary Small Devil Scales
    -       CoV - Commendations of Valor
    Code:
    Manufactured Ingredients
    -	LIFoE - Legendary Inferior Focus of Earth [LSGA, LSGB, LSTS, LSLoIC] 
    -	LIFoA - Legendary Inferior Focus of Air [LSGA, LSGB, LSTS, LSSS]
    -	LIFoF - Legendary Inferior Focus of Fire [LSGA, LSGB, LSTS, LSDS] 
    -	LIFoW - Legendary Inferior Focus of Water [LSGA, LSGB, LSLoIC, LSDS] 
    -	LIFoPE - Legendary Inferior Focus of positive Energy [LSGA, LSGB, LSSS, LSDS] 
    -	LIFoNE - Legendary Inferior Focus of Negative Energy [LSGA, LSTS, LSLoIC, LSSS] 
    -	LDME – Legendary Diluted Material Essence [LSGA, LSTS, LSSS, LSDS] 
    -	LDEE - Legendary Diluted Ethereal Essence [LSGA, LSLoIC, SSS, LSDS] 
    -	LCGoD – Legendary Cloudy Gem of Dominion [LSGB, LSTS, LSLoIC, LSDS] 
    -	LCGoO - Legendary Cloudy Gem of Opposition [LSGB, LSLoIC, LSSS, LSDS] 
    -	LCGoE - Legendary Cloudy Gem of Escalation [LSTS, LSLoIC, LSSS, LSDS]

    Weapons:

    • Electric Spell Power – 150 Enhancement [LIFA, LDEE, LCGoD]
    • Acid Spell Power – 150 Enhancement [LIFoE, LDEE, LCGoD]
    • Fire Spell Power – 150 Enhancement [LIFoF, LDEE, LCGoD]
    • Cold Spell Power – 150 Enhancement [LIFoW, LDEE, LCGoD]
    • Negative Spell Power – 150 Enhancement [LIFoNE, LDEE, LCGoD]
    • Positive Spell Power – 150 Enhancement [LIFoPE, LDEE, LCGoD]
    • Electric damage on hit – 11d6 [LIFoA, LDME, LCGoD]
    • Acid damage on hit – 11d6 [LIFoE, LDME, LCGoD]
    • Fire damage on hit – 11d6 [LIFoF, LDME, LCGoD]
    • Cold damage on hit – 11d6 [LIFoW, LDME, LCGoD]
    • Negative damage on hit – 11d6 [LIFoNE, LDME, LCGoD]
    • Good damage on hit – 11d6, Make the weapon good. [LIFoPE, LDME, LCGoD]
    • +14 Enhancement Charisma [LIFoA, LDEE, LCGoE]
    • +14 Enhancement Wisdom [LIFoE, LDEE, LCGoE]
    • +14 Enhancement Intelligence [LIFoF, LDEE, LCGoE]
    • +14 Enhancement Wisdom [LIFoW, LDEE, LCGoE]
    • +14 Enhancement Intelligence [LIFoNE, LDEE, LCGoE]
    • +14 Enhancement Charisma [LIFoPE, LDEE, LCGoE]
    • +14 Enhancement Dexterity [LIFoA, LDME, LCGoE]
    • +14 Enhancement Constitution [LIFoE, LDME, LCGoE]
    • +14 Enhancement Dexterity [LIFoF, LDME, LCGoE]
    • +14 Enhancement Strenght [LIFoW, LDME, LCGoE]
    • +14 Enhancement Strenght [LIFoNE, LDME, LCGoE]
    • +14 Enhancement Constitution [LIFoPE, LDME, LCGoE]
    • +35 Enhancement bonus to MRR [LIFoA, LDEE, LCGoO]
    • +35 Enhancement bonus to MRR [LIFoE, LDEE, LCGoO]
    • +35 Enhancement bonus to MRR [LIFoF, LDEE, LCGoO]
    • +35 Enhancement bonus to MRR [LIFoW, LDEE, LCGoO]
    • +35 Enhancement bonus to MRR [LIFoNE, LDEE, LCGoO]
    • +35 Enhancement bonus to MRR [LIFoPE, LDEE, LCGoO]
    • +25 Enhancement bonus to Electrical Absorption [LIFoA, LDME, LCGoO]
    • +25 Enhancement bonus to Acid Absorption [LIFoE, LDME, LCGoO]
    • +25 Enhancement bonus to Fire Absorption [LIFoF, LDME, LCGoO]
    • +25 Enhancement bonus to Cold Absorption [LIFoW, LDME, LCGoO]
    • +25 Enhancement bonus to Negative Energy Absorption [LIFoNE, LDME, LCGoO]
    • +30 Enhancement bonus to Positive Healing Amplification [LIFoPE, LDME, LCGoO

    Accessories:

    • +20 Enhancement bonus to critical damage with electrical spells
    • +20 Enhancement bonus to critical damage with acid spells
    • +20 Enhancement bonus to critical damage with fire spells
    • +20 Enhancement bonus to critical damage with cold spells
    • +20 Enhancement bonus to critical damage with negative spells
    • +20 Enhancement bonus to critical damage with positive spells
    • Deals 10d6 Electric damage when hit (Guard?)
    • Deals 10d6 Acid damage when hit (Guard?)
    • Deals 10d6 Fire damage when hit (Guard?)
    • Deals 10d6 Cold damage when hit (Guard?)
    • Deals 10d6 Evil damage when hit (Guard?)
    • Deals 10d6 Good damage when hit (Guard?)
    • +302 Enhancement Maximum Spell Points, +5 Enhancement Bluff, Diplomacy, Haggle, Intimidate, Perform, UMD (Air)
    • +302 Enhancement Maximum Spell Points, +5 Enhancement Heal, Listen, Spor (Acid)
    • +302 Enhancement Maximum Spell Points, +5 Enhancement Disable Device, Repair, Search, Spellcraft (Fire)
    • +302 Enhancement Maximum Spell Points, +5 Enhancement Heal, Listen, Spot (Cold)
    • +302 Enhancement Maximum Spell Points, +5 Enhancement Disable Device, Repair, Search, Spellcraft (Negative)
    • +302 Enhancement Maximum Spell Points, +5 Enhancement Bluff, Diplomacy, Haggle, Intimidate, Perform, UMD (Positive)
    • +56 Enhancement Maximum Hit Points, +5 Enhancement Balance, Hide, Move Silently, Open Lock, Tumble (Air)
    • +56 Enhancement Maximum Hit Points, +5 Enhancement Concentration (Acid)
    • +56 Enhancement Maximum Hit Points, +5 Enhancement Balance, Hide, Move Silently, Open Lock, Tumble (Fire)
    • +56 Enhancement Maximum Hit Points, +5 Enhancement Jump, Swim (Cold)
    • +56 Enhancement Maximum Hit Points, +5 Enhancement Jump, Swim (Negative)
    • +56 Enhancement Maximum Hit Points, +5 Enhancement Concentration (Positive)
    • +13 Resistance Reflex Save (Air)
    • +13 Resistance Fortitude Save (Acid)
    • +13 Resistance Reflex Save (Fire)
    • +13 Resistance Will Save (Cold)
    • +13 Resistance Fortitude Save (Negative)
    • +13 Resistance Will Save (Positive)
    • +50 Enhancement Electric Resistance (Air)
    • +50 Enhancement Acid Resistance (Acid)
    • +50 Enhancement Fire Resistance (Fire)
    • +50 Enhancement Cold Resistance (Cold)
    • +4 Insight Fortitude Save against Disease (Negative)
    • +128 Enhancement Unconscious Range, +16 Enhancement Positive Healing per 10s (Positive)



    Tier 2 - Legendary Altar of Subjugation

    Legend:
    Code:
    Ingredients
    -       LMGA - Legendary Medium Glowing Arrowhead
    -       LMGB - Legendary Medium Gnawed Bone
    -       LMTS - Legendary Medium Twisted Shrapnel
    -       LMLoIC - Legendary Medium Length of Infernal Chain
    -       LMSS - Legendary Medium Sulfurous Stone
    -       LMDS - Legendary Medium Devil Scales
    -       CoV - Commendations of Valor
    Code:
    Manufactured Ingredients
    -	LFoE - Legendary Focus of Earth [LMGA, LMGB, LMTS, LMLoIC]
    -	LFoA - Legendary Focus of Air [LMGA, LMGB, LMTS, LMSS]
    -	LFoF - Legendary Focus of Fire [LMGA, LMGB, LMTS, LMDS]
    -	LFoW - Legendary Focus of Water [LMGA, LMGB, LMLoIC,LMDS]
    -	LFoPE - Legendary Focus of positive Energy [LMGA, LMGB, LMSS, LMDS]
    -	LFoNE - Legendary Focus of Negative Energy [LMGA, LMTS, LMLoIC, LMSS]
    -	LME – Legendary Material Essence [LMGA, LMTS, LMSS, LMDS]
    -	LEE - Legendary Ethereal Essence [LMGA, LMLoIC, LMSS, LMDS]
    -	LGoD – Legendary Gem of Dominion [LMGB, LMTS, LMLoIC, LMDS]
    -	LGoO - Legendary Gem of Opposition [LMGB, LMLoIC, LMSS, LMDS]
    -	LGoE - Legendary Gem of Escalation [LMTS, LMLoIC, LMSS, LMDS]

    Weapons:

    • +37 Quality Electric Spell power [LFoA, LEE, LGoD]
    • +37 Quality Acid Spell power [LFoE, LEE, LGoD]
    • +37 Quality Fire Spell power [LFoF, LEE, LGoD]
    • +37 Quality Cold Spell power [LFoW, LEE, LGoD]
    • +37 Quality Negative Spell power [LFoNE, LEE, LGoD]
    • +37 Quality Positive Spell power [LFoPE, LEE, LGoD]
    • Electric Burst - Deals burst Electric damage on critical hits, increasing with higher critical multipliers on the weapon. [LFoA, LME, LGoD]
    • Acid Burst - Deals burst Acid damage on critical hits, increasing with higher critical multipliers on the weapon. [LFoE, LME, LGoD]
    • Fire Burst - Deals burst Firedamage on critical hits, increasing with higher critical multipliers on the weapon.[LFoF, LME, LGoD]
    • Cold Burst - Deals burst Cold damage on critical hits, increasing with higher critical multipliers on the weapon.[LFoW, LME, LGoD]
    • Evil Burst - Deals burst Negative damage on critical hits, increasing with higher critical multipliers on the weapon. [LFoNE, LME, LGoD]
    • Good Burst - Deals burst Good damage on critical hits, increasing with higher critical multipliers on the weapon. Makes the weapons Good [LFoPE, LME, LGoD]
    • Insightfull Charisma +7 [LFoA, LEE, LGoE]
    • Insightfull Wisdom +7 [LFoE, LEE, LGoE]
    • Insightfull Intelligence +7 [LFoF, LEE, LGoE]
    • Insightfull Wisdom +7 [LFoW, LEE, LGoE]
    • Insightfull Intelligence +7 [LFoNE, LEE, LGoE]
    • Insightfull Charisma +7 [LFoPE, LEE, LGoE]
    • Insightfull Dexterity +7 [LFoA, LME, LGoE]
    • Insightfull Constitution +7 [LFoE, LME, LGoE]
    • Insightfull Dexterity +7 [LFoF, LME, LGoE]
    • Insightfull Strength +7 LFoW, LME, LGoE []
    • Insightfull Strength +7 [LFoNE, LME, LGoE]
    • Insightfull Constitution +7 [LFoPE, LME, LGoE]
    • +9 Quality bonus to MRR [LFoA, LEE, LGoO]
    • +9 Quality bonus to MRR [LFoE, LEE, LGoO]
    • +9 Quality bonus to MRR [LFoF, LEE, LGoO]
    • +9 Quality bonus to MRR [LFoW, LEE, LGoO]
    • +9 Quality bonus to MRR [LFoNE, LEE, LGoO]
    • +9 Quality bonus to MRR [LFoPE, LEE, LGoO]
    • + 30% Enhancement bonus to Electrical Absorption [LFoA, LME, LGoO]
    • + 30% Enhancement bonus to Acid Absorption [LFoE, LME, LGoO]
    • + 30% Enhancement bonus to Fire Absorption [LFoF, LME, LGoO]
    • + 30% Enhancement bonus to Cold Absorption [LFoW, LME, LGoO]
    • + 30% Enhancement bonus to Negative Energy Absorption [LFNE, LME, LGoO]
    • + 50 Equipment bonus to Positive Healing Amplification [LFoPE, LME, LGoO]

    Accessories:

    • +10 Insight bonus to critical damage with electrical spells
    • +10 Insight bonus to critical damage with acid spells
    • +10 Insight bonus to critical damage with fire spells
    • +10 Insight bonus to critical damage with cold spells
    • +10 Insight bonus to critical damage with negative spells
    • +10 Insight bonus to critical damage with positive spells
    • Deals 12d6 Electric damage when hit (Guard?)
    • Deals 12d6 Acid damage when hit (Guard?)
    • Deals 12d6 Fire damage when hit (Guard?)
    • Deals 12d6 Cold damage when hit (Guard?)
    • Deals 12d6 Evil damage when hit (Guard?)
    • Deals 12d6 Good damage when hit (Guard?)
    • +151 Insight Maximum Spell Points, +2 Insight Bluff, Diplomacy, Haggle, Intimidate, Perform, UMD (Air)
    • +151 Insight Maximum Spell Points, +2 Insight Heal, Listen, Spot (Acid)
    • +151 Insight Maximum Spell Points, +2 Insight Disable Device, Repair, Search, Spellcraft (Fire)
    • +151 Insight Maximum Spell Points, +2 Insight Heal, Listen, Spot (Cold)
    • +151 Insight Maximum Spell Points, +2 Insight Disable Device, Repair, Search, Spellcraft (Negative)
    • +151 Insight Maximum Spell Points, +2 Insight Bluff, Diplomacy, Haggle, Intimidate, Perform, UMD (Positive)
    • +28 Insight Maximum Hit Points, +2 Insight Balance, Hide, Move Silently, Open Lock, Tumble (Air)
    • +28 Insight Maximum Hit Points, +2 Insight Concentration (Acid)
    • +28 Insight Maximum Hit Points, +2 Insight Balance, Hide, Move Silently, Open Lock, Tumble (Fire)
    • +28 Insight Maximum Hit Points, +2 Insight Jump, Swim (Cold)
    • +28 Insight Maximum Hit Points, +2 Insight Jump, Swim (Negative)
    • +28 Insight Maximum Hit Points, +2 Insight Concentration (Positive)
    • +7 Insight Reflex Save (Air)
    • +7 Insight Fortitude Save (Acid)
    • +7 Insight Reflex Save (Fire)
    • +7 Insight Will Save (Cold)
    • +7 Insight Fortitude Save (Negative)
    • +7 Insight Will Save (Positive)
    • +25 Insight Electric Resistance (Air)
    • +25 Insight Acid Resistance (Acid)
    • +25 Insight Fire Resistance (Fire)
    • +25 Insight Cold Resistance (Cold)
    • +4 Insight Fortitude Save against Poison (Negative)
    • +64 Insight Unconscious Range, +8 Insight Positive Healing per 10s (Positive)



    Tier 3 - Legendary Altar of Devastation**

    Legend:

    Code:
    -	LSFoE – Legendary Superior Focus of Earth []
    -	LSFoA - Legendary Superior Focus of Air []
    -	LSFoF - Legendary Superior Focus of Fire []
    -	LSFoW - Legendary Superior Focus of Water []
    -	LSFoPE - Legendary Superior Focus of positive Energy []
    -	LSFoNE - Legendary Superior Focus of Negative Energy []
    -	LPME – Legendary Pure Material Essence []
    -	LPEE - Legendary Pure Ethereal Essence []
    -	LFGoD – Legendary Flawless Gem of Dominion []
    -	FLGoO - Legendary Flawless Gem of Opposition []
    -	LGoE - Legendary Gem of Escalation []
    -       CoV - Commendations of Valor
    Weapons:

    • +37 Exceptional Electric Spell power
    • +37 Exceptional Acid Spell power
    • +37 Exceptional Fire Spell power
    • +37 Exceptional Cold Spell power
    • +37 Exceptional Negative Spell power
    • +37 Exceptional Positive Spell power
    • Electric Blast - Deals 11d120 Electric damage on vorpal hits.
    • Acid Blast - Deals 11d120 Acid damage on vorpal hits.
    • Fire Blast - Deals 11d120 Fire damage on vorpal hits.
    • Cold Blast - Deals 11d120 Cold damage on vorpal hits.
    • Evil Blast - Deals 11d120 Negative damage on vorpal hits.
    • Good Blast - Deals 11d120 Good damage on vorpal hits., Makes the weapons Good
    • Exceptional Charisma +2
    • Exceptional Wisdom +2
    • Exceptional Intelligence +2
    • Exceptional Wisdom +2
    • Exceptional Intelligence +2
    • Exceptional Charisma +2
    • Exceptional Dexterity +2
    • Exceptional Constitution +2
    • Exceptional Dexterity +2
    • Exceptional Strength +2
    • Exceptional Strength +2
    • Exceptional Constitution +2
    • +9 Exceptional bonus to MRR
    • +9 Exceptional bonus to MRR
    • +9 Exceptional bonus to MRR
    • +9 Exceptional bonus to MRR
    • +9 Exceptional bonus to MRR
    • +9 Exceptional bonus to MRR
    • + 35% Enhancement bonus to Electrical Absorption
    • + 35% Enhancement bonus to Acid Absorption
    • + 35% Enhancement bonus to Fire Absorption
    • + 35% Enhancement bonus to Cold Absorption
    • + 35% Enhancement bonus to Negative Energy Absorption
    • + 70 Competence bonus to Positive Healing Amplification

    Accessories:

    • +5 Quality bonus to critical damage with electrical spells
    • +5 Quality bonus to critical damage with acid spells
    • +5 Quality bonus to critical damage with fire spells
    • +5 Quality bonus to critical damage with cold spells
    • +5 Quality bonus to critical damage with negative spells
    • +5 Quality bonus to critical damage with positive spells
    • Deals 15d6 Electric damage when hit (Guard?)
    • Deals 15d6 Acid damage when hit (Guard?)
    • Deals 15d6 Fire damage when hit (Guard?)
    • Deals 15d6 Cold damage when hit (Guard?)
    • Deals 15d6 Evil damage when hit (Guard?)
    • Deals 15d6 Good damage when hit (Guard?)
    • +75 Quality Maximum Spell Points, +1 Quality Bluff, Diplomacy, Haggle, Intimidate, Perform, UMD (Air)
    • +75 Quality Maximum Spell Points, +1 Quality Heal, Listen, Spot (Acid)
    • +75 Quality Maximum Spell Points, +1 Quality Disable Device, Repair, Search, Spellcraft (Fire)
    • +75 Quality Maximum Spell Points, +1 Quality Heal, Listen, Spot (Cold)
    • +75 Quality Maximum Spell Points, +1 Quality Disable Device, Repair, Search, Spellcraft (Negative)
    • +75 Quality Maximum Spell Points, +1 Quality Bluff, Diplomacy, Haggle, Intimidate, Perform, UMD (Positive)
    • +14 Quality Maximum Hit Points, +1 Quality Balance, Hide, Move Silently, Open Lock, Tumble (Air)
    • +14 Quality Maximum Hit Points, +1 Quality Concentration (Acid)
    • +14 Quality Maximum Hit Points, +1 Quality Balance, Hide, Move Silently, Open Lock, Tumble (Fire)
    • +14 Quality Maximum Hit Points, +1 Quality Jump, Swim (Cold)
    • +14 Quality Maximum Hit Points, +1 Quality Jump, Swim (Negative)
    • +14 Quality Maximum Hit Points, +1 Quality Concentration (Positive)
    • +2 Quality Reflex Save (Air)
    • +2 Quality Fortitude Save (Acid)
    • +2 Quality Reflex Save (Fire)
    • +2 Quality Will Save (Cold)
    • +2 Quality Fortitude Save (Negative)
    • +2 Quality Will Save (Positive)
    • +17 Competence Electric Resistance (Air)
    • +17 Competence Acid Resistance (Acid)
    • +17 Competence Fire Resistance (Fire)
    • +17 Competence Cold Resistance (Cold)
    • +25 Enhancement Negative Resistance (Negative)
    • +32 Quality Unconscious Range, +4 Quality Positive Healing per 10s (Positive)




    Notes:

    * - Some effects are still in development, I’ll tray add them when they appear in next Lamannia build.
    ** - Tier 3 Legendary Green Steel effects can be made from different formulas but all effects are the same. Chosen

    formula will determine end bonus effect. (like in heroic GS Lit2, Rad2 etc.)
    Last edited by Seljuck; 12-11-2015 at 06:16 PM. Reason: Clarification of effects
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  2. #2
    Community Member Seljuck's Avatar
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    Jun 2010
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    Default

    Active slot:

    Active slot hold clickie effects. List of effects may change, they are in alpha stage at the time of 4th Lamannia Round. Effects in blacks, vanished from altar and cannot be created. The amount of charges is different for each effect, also caster level is different for each effect.

    Active slots effects list:

    • Feather Fall - Causes an ally to fall slowly, although faster then feathers typically do.
    • Flame Arrow (Arrows) - Creates 50 flaming arrows within your inventory. This spell requires and consumes
      1 normal or masterwork arrow. Flaming arrows do an extra 1 to 6 points of fire damage on a successful hit.
      Conjured ammunition vanishes if you log out.
    • Corrosive Weapons - Your target's currently equipped weapons gain Hit Effect: 1 to 6 acid damage. An
      item can have only one temporary item enchantment at a time.

    • Frost Weapons - Your target's currently equipped weapons gain Hit Effect: 1 to 6 cold damage. An item
      can have only one temporary item enchantment at a time.

    • Shocking Weapons - Your target's currently equipped weapons gain Hit Effect: 1 to 6 electrical damage.
      An item can have only one temporary item enchantment at a time.

    • Flaming Weapons - Your target's currently equipped weapons gain Hit Effect: 1 to 6 fire damage. An item
      can have only one temporary item enchantment at a time.

    • Nightshield - Grants a resistance bonus to saves and protection from magic missiles.
    • Haste - Quickens allies, causing them to attack 15% faster then normal. In addition the recipient gains
      a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throw, and +1% Dodge.
    • Displacement - The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when
      attackig.
    • Dark Discorporation - You turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25%
      Incorporeality, and damage from all sources (except for Untyped/Bane damage) is reduced by 50%. Attacking enemies
      or interacting with objects will revert you to normal form.
    • Stormrage - You gain featherfall and gain the Deflect Arrows feat. When you damage an enemy with attacks
      or spells, they are also struck by lightning. For each enemy, lightning only strikes once. Duration 12 seconds.
    • Your Flesh Is Weak - Activate this ability to cause 1d8+2 Strength damage to your opponent. You gain an
      Insight bonus of 10 Strenght for 20 seconds.
    • You Cannot Evade Me - Activate this ability to cause 1d8+2 Dexterity damage to your opponent. You gain
      an Insight bonus of 10 Dexterity for 20 seconds.
    • Your Will Is Mine - Activate this ability to cause 1d8+2 Wisdom damageto your opponent. You gain an
      Insight bonus of 10 Wisdom for 20 seconds.
    • Food for Thought - Activate this ability to cause 1d8+2 Intelligence damageto your opponent. You gain an
      Insight bonus of 10 Intelligence for 20 seconds.
    • Blood Feast - Activate this ability to cause 1d8+2 Constitution damageto your opponent. You gain an
      Insight bonus of 10 Constitution for 20 seconds.
    • Reincarnate - Resurrects the target, restores 50% of the target's hit points, and preserves current
      spell points. It also randomly applies a set of ability score bonusses and penalties to the target.
    • Earthquake - Summons an earthquake beneath your enemies feet. Enemies within the area of effect have an
      additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 points of
      damage. A successful reflex sace vs the knockdown negates it. The earthquake lasts for 30 seconds. Flying enemies
      are immune. D&D Dice: Deals 2d8 level bludgeoning damage.

    • Animal Growth - Grants an Animal, Magical Beast, or Vermin a +4 Size Bonus to Strenght, a +4 Bonus to
      Constitution, and a -2 penalty do Dexterity.
    • Tenacious Pack - Forms a link between a leader and his or her pack, granting all of the target's
      hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to fortification and positive
      healing amplifications.
    • Greater Vigor, Mass - Casts Greater Vigor on multiple targets. A positive energy conjuration that heals
      1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect
      expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one vigor spell
      can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same
      target, then the duration is extended.
    • Good Weapons - Your target's currently equipped weapons gain the ability to bypass Good damage
      reduction. An item can have only one temporary item enchantment at a time.
    • Evil Weapons - Your target's currently equipped weapons gain the ability to bypass Evil damage
      reduction. An item can have only one temporary item enchantment at a time.
    • Lawful Weapons - Your target's currently equipped weapons gain the ability to bypass Lawful damage
      reduction. An item can have only one temporary item enchantment at a time.
    • Chaotic Weapons - Your target's currently equipped weapons gain the ability to bypass Chaotic damage
      reduction. An item can have only one temporary item enchantment at a time.
    • Radiant Forcefield - Your target is surrounded in a sphere of magical force that reduces all damage
      (except for untyped damage) they take by 25% for a short period of time.
    • Incinerating Wave - Creates an incinerating wave of ki fire. This effect does 1 to 6 fire and force
      damage plus 1 additional point of damage per two monk levels.
      D&D Dice: Deals 1d6 fire and force damage plus 1 additional per caster level to targets within the wall.

    • Summon Frog - Summons a cute animal. It's not very useful. Runs away and hides after a few minutes.
    • Teleport to Meridia - Teleports you to the entrance to Meridia. Can only be cast if you have completed
      the quest 'Meridia.'

    • Polar Ray - Deals 4 to 6 cold damage per caster level (up to a max of 100 to 150 at caster level 25) to
      an enemy with a powerful ray of freezing ice and air.
      D&D Dice: Deals 1d3+3 cold damage per casterlevel (max 25d3+75).
    • Water Breathing - Grants the ability to breathe water to you and your allies.
    • Stalwart Pact - Grants the target 5 Hit Points for every 2 caster levels, a +2 luck bonus to Saving
      Throws, and Damage Reduction 5/Magic, if the target of the spell falls below 50% Hit Points.

    • Protection from Elements, Mass - Grants temporary immunity to multiple targets to all forms of energy
      for 1 minute per caster level, or until 12 points of energy per caster level (Max 120) for each energy type has been absorbed.
    • Jump - Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level
      and +30 at 9th level.

    • Cometfall - You conjure a bright, glowing comet, which appears in midair above your target, then strikes
      the ground with tremendous force. This spell does 8 to 12 points of bludgeon damage for every 2 caster levels. A
      successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.
      D&D Dice: Deals 2d3+6 bludgeon damage per 2 caster levels.
    • Quench - A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled.
      Your allies are cured of any lingering fire damage effects, and receive a +15 enhancement bonus to fire
      resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and
      penalties increase to 25 at caster level 8, and 35 and caster level 12. They last one minute. Fiery enemies, such
      as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful
      fortitude save halves the damage, and negates the resistance penalties.
      D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.
    • Call Kindred Being (Armor) - Summons a powerful monster.
    • Call Kindred Being (Golem) - Summons a powerful monster.
    • Call Kindred Being (Succubus) - Summons a powerful monster.
    • Call Kindred Being (Meteor Swarm) - Summons a powerful monster.
    • Call Kindred Being (Dream Reaver) - Summons a powerful monster.
    • Call Kindred Being (Lich) - Summons a powerful monster.
    • Call Kindred Being (Gargoyle) - Summons a powerful monster.
    • Conjure Bolts - Conjures a stack of 1000 bolts for use with a crossbow. At level 1 these bolts have a +1
      enhancement bonus. At 4th level and every 4 levelsafter, their enhancement bonus increases by 1. These bolts dissolve into nothingness after
      logout.
    • Animate Ally - Resurrects the target, restores 50% of the target's hit points, and preserves current
      spell points. The target is also undead and will steadily take damage until death reclaims it.
    • Panacea - Channels powerful positive energy into a target to wipe away afflictions, restores 3 to 8 Hit
      Points plus and additional 1 per caster level (Max +20.), and removes temporary ability damage and the conditions Blinded, Confused, Dazed,
      Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell will damage 3 to
      8 Hit Points plus 1 per caster level (Max +20). Undead who make a successful Will save reduce the damage by half.
      D&D Dice: Heals 1d6+2 hp +1 point per caster level (max +20) and removes temp ability damage and many afflictions.
    • Sigil of Warding - Inscribes a runic sigil on the ground where you designate. It ramains there for 1
      minute and adds 3 AC and 15 physical resistance to you and any allies standing within its radius. Casting this spell erases any Sigils you
      have already placed.
    • Sigil of Lifeshielding - Inscribes a runic sigil on the ground where you designate. It ramains there for
      1 minute and grants immunity to death effects and level drain to you and any allies standing within its radius. Any enemy undead that enter
      the sigil's radius take 2d6 light damage every two seconds as long as they remain within. Casting this spell erases any Sigils you have
      already placed.
    • Sigil of Energy Negation - Inscribes a runic sigil on the ground where you designate. It ramains there
      for 1 minute and adds 60 points of stacking resistance to Fire, Cold, Electricity and Acid to you and any allies standing within its radius.
      Casting this spell erases any Sigils you have already placed.
    • Sigil of Battering Spellcraft - Inscribes a runic sigil on the ground where you designate. It ramains
      there for 1 minute and adds 30 Spell Power to you and any allies standing within its radius. Casting this spell erases any Sigils you have
      already placed.
    • Restoration - Cures all temporary ability damage, restores a single negative level suffered from energy
      drain, and eliminates fatigue or exhaustion suffered by the ally.




    Bonus effect:

    Quote Originally Posted by Vargouille View Post
    Tier 3 "Bonus" Effects etc.
    This flavor & to an extent "mystery" is retained. This is what the Primary & Secondary focuses in tier 3 are about - the secondary focus only really matters for this. Based on your slotted Augments, you receive a bonus effect. The bonus effect is only shows up after putting the augments in, since it depends on combinations of all three tiers of augments. Tier 3 Bonus Effects may or may not be similar to Heroic versions (scaled up to higher numbers if so). Some of this may depend on time, but we'd like to be more creative here - rather than in the normal Tiered effects, which are mostly well suited for simply coming up into Legendary with higher value numbers.
    There are only 2 effects currenty available to preview on Lama.

    • Smoke - 27% blurry, Enhancement bonus (T1 - Fire, T2 - Air, T3 - Fire+Air)
    • Incineration - Attack have a small chance to deal massive fire damage. (T1 - Fire, T2 - Fire, T3 - Fire+Fire)
    Last edited by Seljuck; 12-13-2015 at 05:20 PM.
    >>Officer of the Polish Guild: GildiaDDOpl<<>>Cannith<<
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  3. #3
    Community Member Holymunchkin's Avatar
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    Thanks Seljuck,

    GS pass1 review,
    14 STR is good, but wouldn't not many would give up vulnerability or dragon's edge for it. (Devotion slotting is awkward....)
    Thunderforged touch of flames is 10d6, so I hope they bump the tier 1 elemental damage effect up to that.
    Likewise the burst on crit effects need to reach at least 100 to compare with TF damage.
    We'll see what happens with them bonus effects, but tier 3 blast effects seem kinda underwhelming.
    Last edited by Holymunchkin; 12-05-2015 at 06:57 AM.

  4. #4
    Community Member tiamat1985's Avatar
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    Tier 2 and 3 are Positive or Good damage?? Because a Positive Burst seems weird

  5. #5
    Community Member
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    Oh nice, 9 more MRR. Oh wait, my monk already has 68 MRR but thanks to the fact that Turbine believes wearing a breastplate makes you better at surviving lightning bolts, I'm hard capped at 50.

  6. #6
    Community Member Seljuck's Avatar
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    Quote Originally Posted by tiamat1985 View Post
    Tier 2 and 3 are Positive or Good damage?? Because a Positive Burst seems weird
    I think it was positive. I'l check it once I log in on Lama. Obviously it flag weapon to deal Good dmg.
    >>Officer of the Polish Guild: GildiaDDOpl<<>>Cannith<<
    Isioviel Jr'eness - the Completionist
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  7. #7
    Community Member RD2play's Avatar
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    will the exceptional +2 stat stack with exceptional +1 ??

    So for a total of 14(ehn)+7(ins)+1(ex)+2(ex)+2(qual)=26 from gear (+3 quality evenfor 27tot, if full devils set, or for con with the new items)
    (+2 spooky wis/int)= 28 for wis/int
    G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix

  8. #8
    Community Member Seljuck's Avatar
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    Quote Originally Posted by RD2play View Post
    will the exceptional +2 stat stack with exceptional +1 ??

    So for a total of 14(ehn)+7(ins)+1(ex)+2(ex)+2(qual)=26 from gear (+3 quality evenfor 27tot, if full devils set, or for con with the new items)
    (+2 spooky wis/int)= 28 for wis/int
    Tested on Lama, +1 Exceptional dont sack with +2 exceptional, only higher works.
    >>Officer of the Polish Guild: GildiaDDOpl<<>>Cannith<<
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    Finghin Al'Roeg 5th life Sorcerer .......Seljuck 5th life 14ftr/5art/1wiz
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  9. #9
    Community Member Sisma's Avatar
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    Hm, seems some spellpower bonuses are MIA...
    Proud member of the Silver Legion

  10. #10
    Community Member Hobgoblin's Avatar
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    hmm

    seems like lgs are missing the automatically evil flagged that the base gs have.

    I liked that feature.

    Its not game breaking, but can we have that back devs?

  11. #11
    Community Member RD2play's Avatar
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    Quote Originally Posted by Seljuck View Post
    Tested on Lama, +1 Exceptional dont sack with +2 exceptional, only higher works.
    Yeah I see they changed it on the wiki, since u19 they no longer stack and all higher than 1 values where changed to insight.... argh I knew this! Need to look at the description in game on older items, as it might need to be adjusted since somewhere in my mind in the description it states it stacks with it self.
    G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix

  12. #12
    Community Member Deathdefy's Avatar
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    I hope we get some actually fun effects that aren't just damage (or damage in an aoe on a 20 which is also super boring) e.g.:
    - Rad II (radiance on crit)
    - Vac II (trap the soul proc on hit)
    - Ooze II (create an ooze proc on hit)
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  13. #13
    Ultimate Lord of Shadows Dreppo's Avatar
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    Quote Originally Posted by Seljuck View Post
    Surprised no one has noticed/commented on the BLANK yet.

    The blank greataxe has 5[2d12] base damage, 20x4 crit profile.

    Nice!!!

    So what about the other LGS blanks, do they all follow the same template of 5[2W] and +1 crit multiplier?

  14. #14
    Community Member Wulverine's Avatar
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    Quote Originally Posted by Dreppo View Post
    Surprised no one has noticed/commented on the BLANK yet.

    The blank greataxe has 5[2d12] base damage, 20x4 crit profile.

    Nice!!!

    So what about the other LGS blanks, do they all follow the same template of 5[2W] and +1 crit multiplier?
    The higher crit multiplier is a confirmed bug. All weapons are intended to have standard crit profiles.
    Thelanis -- Wulverine + [Funkaholic, Funkatronic, Funkarific]

  15. #15
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Deathdefy View Post
    - Rad II (radiance on crit)
    - Vac II (trap the soul proc on hit)
    I would also like to see these kind of effects. My concern, however, is that Turbine will add some ridiculous cooldown like they did with the blind proc on Thunder-Forged, effectively making such procs a waste of a slot. They really need to not put cooldowns on gear effects.

    Quote Originally Posted by Deathdefy View Post
    - Ooze II (create an ooze proc on hit)
    Legendary oozes of course.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  16. #16
    Community Member Chette's Avatar
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    Hmm, not seeing any light spellpower on any of these tiers. Hopefully that's one of the effects not yet coded and hasn't been left out.
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  17. #17
    Community Member Wulverine's Avatar
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    Quote Originally Posted by Chette View Post
    Hmm, not seeing any light spellpower on any of these tiers. Hopefully that's one of the effects not yet coded and hasn't been left out.
    Varg already answered on lamaland that the spellpowers you see, are the ones that have been decided on. Unless feedback changes their minds, light spellpower will not be a tier1 augment.
    Thelanis -- Wulverine + [Funkaholic, Funkatronic, Funkarific]

  18. #18
    The Hatchery Wipey's Avatar
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    Now cmon guys, we wouldn't want too many divine casters wreaking havoc around, would we ?
    Twenty per server is already too many.

    Shahang (hjealme), Wipekin (kotc), Nezhat (barbie) Ghallanda/Devourer

  19. #19
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Wulverine View Post
    Varg already answered on lamaland that the spellpowers you see, are the ones that have been decided on. Unless feedback changes their minds, light spellpower will not be a tier1 augment.
    That seems like a really odd decision. TOEE also has no sonic and light spellpower which at least makes more sense thematically.
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  20. #20
    Community Member Atremus's Avatar
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    Quote Originally Posted by slarden View Post
    That seems like a really odd decision. TOEE also has no sonic and light spellpower which at least makes more sense thematically.
    Light Spell Power should be added for Legendary Crafting. I know Varg said it wouldn't be added during the Devchat session last night. But, I would still like to suggest that it is added: Leaving it out, I feel is a large mistake.

    Reasoning: Missing the capability to craft a Light spell power item means that any Light based divine caster will miss out on the +37 Quality Bonus to Spell Power (for Light) available on Tier 2 Legendary GS and the 37 Exceptional Bonus to SPP available at Tier 3

    This will put a light caster behind by 74 spell power assuming the base stays at 150, which is pretty a pretty significant amount to miss out on. Since almost no one plays a "divine" anymore, I don't see the reasoning behind this decision. Light based characters need a lot of love and this is really bad to keep them out of the new system.
    Last edited by Atremus; 12-05-2015 at 05:38 PM.
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