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c) Merchant I (15.5-17.05 power, 52 apr, mind damage)
Type: weapon / mindstar ; tier 5
It is part of a set of items.
The set is complete.
Base power: 15.5 - 17.1
Uses stats: 74% Wil, 45% Cun
Damage type: Mind
Accuracy is based on willpower for this weapon.
Armour Penetration: +52
Physical crit. chance: +15.0%
Attack speed: 100%
Damage when this weapon hits: +22 slime / +20 acid blind
When wielded/worn:
Damage when the wearer hits(melee): 6 lightning
Damage when the wearer is hit: 8 physical / 10 fire / 10 cold / 10 lightning / 10 acid
Changes resistances: +9% physical / +10% fire / +16% cold / +9% lightning / +8% acid / +3% mind / +6% temporal
Changes damage: +6% lightning
Physical save: +10
Spell save: +10
Mental save: +10
Blindness immunity: +50%
Stun/Freeze immunity: +50%
Life regen: +1.90
Equilibrium when hit: +2.50
Maximum life: +31.00
Mindpower: +7
Mental crit. chance: +5%
It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown.
On fingers