Outfit: Knight and Princess
Southern Knight Jampogie's Eternal Grip (Left Hand)
Item Type: Mithril Plate Armor Armguard
Item Level: Legendary Set
Item Faction: Orderly Neutral
Required Attribute: Strength 8
Armor solidity: 12
Arm guard skew value: 1o
Weapon description (in yellow): 'Prindall, what a wonderful experience it was......
Weapon Effects: A successful block or parry can collect 5MP for the wearer
Weapon weight: 2 pounds
Weapon Effects: This equipment does not increase the chance of cast failure.
Weapon Material: 4o% Mithril, 55% Prairie Elf Arcane Enchanted Essence Gold, Precision-Cut Enchanted Arcane Crystal.
Princess Prindall's final line of defense (right hand)
Item Type: Gladius
Item Class: Sealed Weapon
Item Faction: Orderly Neutral
Attack Type: Piercing/Slashing
Required attributes: Strength 1o/Agility 1o/Charisma 2o
Damage: 1d8 (1-8)
Blade Sharpness: 12
Sword body sturdiness value: 1o
Bash Range: 19-2o
Bash Damage: x2
Weapon description (in yellow): 'Hey, don't say ......'
Weapon Effects: All damage spells have +2 damage per level
Weapon weight: 4 pounds
Weapon Material: 3o% Thousand Forged Steel, 5o% Mithril, 2o% Unknown Composition
Set Name: Knights and Princesses (2/2)
Southern Knight Jampogie's Eternal Grip: Protective spells double the effect on allies.
Princess Prindall's Final Line of Defense: When any action of the wearer gains the Orderliness Tendency, the Good Tendencies or Evil Tendencies gained at the same time will be erased.
(2/2) For five rounds after parrying, blocking, or blocking an attack for an ally, the wearer automatically gains a false life equivalent to 25% of their maximum HP, and this effect can be stacked up to 1oo%, and all false lives will be cleared after maintaining five rounds without new effects, and if the wearer's true HP is below O at this time, his HP will be forced back to 1, and there will be no adverse effects such as stun and stun.
(2/2) When all allied Protective Spells are applied to the wearer, the wearer will also get double the effect.
(2/2) In this battle where the wearer and teammates gain life-sharing through any spell or ability, the wearer can choose to take any fatal wound suffered by the teammate.
(2/2) When the equipper's team fights until there is the last person left except the equipper, the equipper's strength +4, constitution +4, immunity to any control, all identifications +6 favorable, immunity to one fatal injury.
Tips: The new domain name "biquge.info" has been launched by Biquge, and the original domain name is about to be discontinued. Please tell each other, thank you!