Armor (Spell): Difference between revisions
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imported>Tlosk |
imported>An Adventurer mNo edit summary |
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|Armor II ||align=center| +50 ||align=center| 30 minutes | |Armor II ||align=center| +50 ||align=center| 30 minutes | ||
|- | |- | ||
|Armor III<br> | |Armor III<br>Force Armor ||align=center| +75 ||align=center| 30 minutes | ||
|- | |- | ||
|Armor IV ||align=center| +100 ||align=center| 30 minutes | |Armor IV ||align=center| +100 ||align=center| 30 minutes | ||
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|Armor VIII ||align=center| +250 ||align=center| 90 minutes | |Armor VIII ||align=center| +250 ||align=center| 90 minutes | ||
|- | |- | ||
|Scarab's Shell* ||align=center| +260 ||align=center| N/A | |Frozen Armor<br>Scarab's Shell* ||align=center| +260<br>+260 ||align=center| N/A<br>N/A | ||
|- | |- | ||
| | |Harbinger Blood Infusion ||align=center| +300 ||align=center| 15 minutes | ||
|- | |- | ||
|} | |} |
Revision as of 19:29, 25 January 2009
Armor spells increase the natural armor of the caster or target. Armor Self VII is named Executor's Blessing. Armor Other VII is named Executor's Boon.
Spell Effects & Stacking
*bugged. |
Force Armor
Frozen Armor
Scarab's Shell
Harbinger Blood Infusion
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