wintet solstice

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Ember witchcraft double doorways Ember witchcraft is an ancient and mysterious practice that originated in the small village of Emberbrook. It is believed to have been passed down through generations, with the knowledge and rituals carefully guarded and only shared with a select few. One of the most intriguing aspects of Ember witchcraft involves the use of double doorways in their rituals. These doorways are said to act as portals between the physical world and the spiritual realm. They are often constructed using special materials such as obsidian and blessed with sacred herbs and oils. The purpose of these double doorways is to create a powerful energy vortex that allows the witch to access other dimensions and communicate with spirits and deities.


without having read any reviews i made the mistake of going to this tailor with a $300.00 pair of trouser because the happen to be on the way to the post office. First when I asked her about a repair she seemed not to comprehend how to fix a hole in a trouser leg. Then with her dirty, sloppy hands she left red ink stains all over my WHITE trousers. THEN like an idiot tried to blot it out with water on WOOL pants. unless im confused, what tailor is so stupid or sloppy they dont clean their hands and uses water on wool. I have. read more

You can jump on top of the bed that is near the end chest and he will usually just send a single fireball at you and then fly beneath you until time runs out. You can jump on top of the bed that is near the end chest and he will usually just send a single fireball at you and then fly beneath you until time runs out.

Magic needle mappe grove

The purpose of these double doorways is to create a powerful energy vortex that allows the witch to access other dimensions and communicate with spirits and deities. It is believed that by opening these doorways, the witch can tap into ancient wisdom and gain insight into the mysteries of the universe. The construction and activation of a double doorway require precise rituals and incantations.

Needle in a Fey Stack

Hyrsam hid the magic needle containing his immortality somewhere within the Treasure Grove. Go there and search for the artifact.

Spoiler Warning: Spoiler material below this point!

Objectives

  • Find the right treasure tree
  • Open the magic chest
  • Retrieve the magic needle
  • Chase the magic unicorn
  • Chase after the magic deer
  • Catch the teleporting Blink Dog, because that's fun
  • Hunt down the magic raven
  • Break the magic egg
  • Chase the greedy dragon
  • (Optional) Don't get tagged and do not hurt Joy, the Almost Dragon — Bonus (15%): Heroic ( ♣342 ♦609 ♥649 ♠688 ) Epic ( ♣2,734 ♦4,670 ♥4,783 ♠4,896 )
  • (Optional) Cross the invisible bridge over the river — Bonus (22%): Heroic ( ♣501 ♦893 ♥951 ♠1,009 ) Epic ( ♣4,010 ♦6,849 ♥7,015 ♠7,180 )
  • (Optional) Correctly identify the wrong treasure — Bonus (14%): Heroic ( ♣319 ♦568 ♥605 ♠642 ) Epic ( ♣2,552 ♦4,359 ♥4,464 ♠4,569 )

Tips and Misc

Whoever said treasure doesn't grow on trees has obviously never been to the Treasure Grove. That said, most of the chests are mimics, which can be detected using Spot, Diplomacy, Intimidate, Disable Device, or Use Magic Device. Or you can just take them down and try to open them.

First, find the real chest.

  • The one real chest can spawn in one of four locations, all in the southeast corner.
  • To get to this area, head due south and loop around the shrines in the far southwest corner before heading to the southeast.
  • Take the hollow log bridge east of the entrance, then head south-ish to the first chest on the map (don't drop down into the valley), and head west to the next chests. See the map for the possible locations.
  • Get your party close before opening the chest.

Second, grab and open the egg.

  • Kill or Crowd Control spawned mobs quickly to prevent them from waking up other mobs on the map.
  • Immediately after opening the chest, a Surprise Unicorn will pop out.
    • Killing the unicorn will spawn a deer (Dashing Darling).
    • After killing the deer, a Blink Dog (Good Boy).
    • After killing the blink dog, a raven (Ravenous Reveler) spawns. Careful where you kill this one – it can fly over obstacles you can't reach, and you don't want the egg to get stuck there.
    • After killing the raven, the Magic Egg will finally spawn.
    • The dragon will show up on parts of the map that have been cleared, but not in fog-of-war areas.

    Third, enter the Mysterious Archway and play with the dragon.
    NOTE: The Mysterious Archway is a rock archway, South of the stone bridge. It is not the archway with the disappearing invisible bridge.

    • Once the pseudodragon enters the archway, it will activate and allow you to enter it as well.
    • The dragon is on the raised platform in the middle of the cave. Talk to him and play a game of skill.
    • Play a game with him. The screen will go black and he will vanish.
    • Find the dragon:
      • Listen for the sound of breathing for an audio clue to how close the pseudodragon is.
      • You are looking for a small, maroon dragon curled up on the ground. It will have green particles floating off of it to indicate position.
      • Avoid the dragon (You can avoid the dragon manually for about 30 seconds, or you can cheat like the big jerk you are.):
        • A quick way to play with the dragon: find him, then cast invisibility and hide. He gives up in a few seconds and you win!
        • Avoid the dragon for about 30 seconds, and he then gives you permission to get the needle.
        • You can jump on top of the bed that is near the end chest and he will usually just send a single fireball at you and then fly beneath you until time runs out
        • Don't jump into the bones surrounding the ramp, otherwise you might die due to physics jank
        • Alternatively, just hit the dragon.
          • If you attack the dragon, he will turn invincible and teleport to a different part of the room.
          • If you do enough damage to him quickly enough, he will call you a meanie and let you have the needle. You can then go open the chest to complete the quest.
          • If you're trying to kill the Dragon just for a Monster Manual entry, don't bother - he cannot be killed, and so doesn't have one.

          Now grab the needle by opening the end chest on the back of the raised platform the pseudodragon was on when you first entered the chamber.

          Optional notes:

          • To cross the invisible bridge across the river, you need to start at the northern shrine. Make sure that everyone has stepped through the archway before you Search, and the platforms only exist for a few seconds before disappearing – apparently forever.
            • The bridge is approx. 5 platforms wide and a random path is created. You may find a dead end and a good jump skill can (but also may not) save the situation.
            • You get two chances to reveal a mimic; after failing twice, your only choice is to open it and find out the hard way.
            • Summoned creatures, such as Summon Monster 1 from a scroll, will attack a mimic chest.
            • If you examine the chest once it's on the ground, the mimics will be type aberration.

            Bonus XP

            • Aggression bonus: 106 or more monsters killed +10% Bonus. ( ♣228 ♦406 ♥432 ♠459 )
            • Onslaught bonus: 125 or more monsters killed +15% Bonus. ( ♣342 ♦609 ♥649 ♠688 )
            • Conquest bonus: 157 or more monsters killed +25% Bonus. ( ♣569 ♦1,015 ♥1,081 ♠1,147 )

            Loot

            • Chests: Five
              • One for defeating the Bewildering Berserk
              • One that isn't a mimic
              • Two across the Invisible Bridge (Both contain chunks of Ferrocrystal but not sure about named)
              • One end chest; may contain named loot
              • Adventurer's Pack
              • Alchemy Table
              • Bookshelf
              • Crude Altar
              • Fungus
              • Reagents Cabinet

              Named Chest Drop

              • +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to Armor Class.
              • Exceptional Universal Spell Lore +3%Exceptional Universal Spell Lore: 3% Exceptional bonus to Universal Spell Lore.
              • Exceptional Universal Spell Power +8 Universal Spell Power +8: Passive: +8 Exceptional bonus to Universal Spell Power.
              • Physical Sheltering +9Physical Sheltering +9: +9 Enhancement bonus to Physical Resistance Rating
              • Parrying +1Parrying +1: +1 Insight bonus to Armor Class, +1 Insight bonus to Saves.
              • Blue Augment Slot: Empty Blue Augments
                • Named: Category:Blue augments
                • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                • ASF reduction: -5% to -15%
                • Fortification: +25% to +100%
                • Good Luck: +1 or +2
                • Hit points: +4 to +54
                • Max Dex Bonus (Armor): +1 or +2
                • Defense (PRR and MRR): +3 to +36
                • Saves (Resistance bonus): +1 to +11
                • Dodge: +1% to +14%
                • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                • Accuracy: +2 to +22
                • Positive/Negative/Repair Healing Amplification: +3 to +57
                • Named: Category:Colorless augments
                • Ability (Enhancement bonus): +1 to +14
                • Ability (Exceptional bonus): +1
                • Ability (Insight bonus): +5
                • Skills, except UMD (Competence bonus): +5 to +20
                • Named: Category:Yellow augments
                • Deathblock
                • Elemental Resistance: +5 to +45
                • Immunity: Fear, Blindness
                • Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
                • Proof Against Disease, Poison: +2 to +10
                • Spell Focus, Greater Spell Focus (Enhancement bonus)
                • Spell points (Enhancement bonus): +19 to +294
                • Damage: +1 to +11
                • Spell penetration: +1 to +9
                • Named: Category:Colorless augments
                • Ability (Enhancement bonus): +1 to +14
                • Ability (Exceptional bonus): +1
                • Ability (Insight bonus): +5
                • Skills, except UMD (Competence bonus): +5 to +20
                • 2 Pieces Equipped: +10 Artifact bonus to your maximum Hit Points
                • 3 Pieces Equipped: +50 Artifact bonus to your maximum Spell Points.
                • 4 Pieces Equipped: +1 Artifact bonus to all of your Ability Scores
                • 5 Pieces Equipped: +1% Artifact bonus to Dodge
                • 6 Pieces Equipped: +1 Artifact bonus to all spell DCs
                • 7 Pieces Equipped: +5 Artifact bonus to Physical and Magical Resistance Rating
                • Update 48.3.2
                • 2 years, 7 months, and 25 days
                • LrdSlvrhnd
                • Spell Focus Mastery +2Spell Focus Mastery +2: +2 Equipment bonus to the DC of all spells.
                • Insightful Spell Focus Mastery +1Insightful Spell Focus Mastery +1: +1 Insight bonus to the DC of all spells.
                • Insightful Sheltering +5Insightful Sheltering +5: +5 Insight bonus to Physical and Magical Resistance Ratings
                • Blue Augment Slot: Empty Blue Augments
                  • Named: Category:Blue augments
                  • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                  • ASF reduction: -5% to -15%
                  • Fortification: +25% to +100%
                  • Good Luck: +1 or +2
                  • Hit points: +4 to +54
                  • Max Dex Bonus (Armor): +1 or +2
                  • Defense (PRR and MRR): +3 to +36
                  • Saves (Resistance bonus): +1 to +11
                  • Dodge: +1% to +14%
                  • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                  • Accuracy: +2 to +22
                  • Positive/Negative/Repair Healing Amplification: +3 to +57
                  • Named: Category:Colorless augments
                  • Ability (Enhancement bonus): +1 to +14
                  • Ability (Exceptional bonus): +1
                  • Ability (Insight bonus): +5
                  • Skills, except UMD (Competence bonus): +5 to +20
                  • 2 Pieces Equipped: +10 Artifact bonus to your maximum Hit Points
                  • 3 Pieces Equipped: +50 Artifact bonus to your maximum Spell Points.
                  • 4 Pieces Equipped: +1 Artifact bonus to all of your Ability Scores
                  • 5 Pieces Equipped: +1% Artifact bonus to Dodge
                  • 6 Pieces Equipped: +1 Artifact bonus to all spell DCs
                  • 7 Pieces Equipped: +5 Artifact bonus to Physical and Magical Resistance Rating
                  • Update 48.3.2
                  • 2 years, 7 months, and 25 days
                  • LrdSlvrhnd
                  • Speed +15%Speed +15%: +15% enhancement bonus to movement speed, 5% bonus to attack speed.
                  • Dodge +4%Dodge +4%: +4% Enhancement bonus to Dodge.
                  • Blue Augment Slot: Empty Blue Augments
                    • Named: Category:Blue augments
                    • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                    • ASF reduction: -5% to -15%
                    • Fortification: +25% to +100%
                    • Good Luck: +1 or +2
                    • Hit points: +4 to +54
                    • Max Dex Bonus (Armor): +1 or +2
                    • Defense (PRR and MRR): +3 to +36
                    • Saves (Resistance bonus): +1 to +11
                    • Dodge: +1% to +14%
                    • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                    • Accuracy: +2 to +22
                    • Positive/Negative/Repair Healing Amplification: +3 to +57
                    • Named: Category:Colorless augments
                    • Ability (Enhancement bonus): +1 to +14
                    • Ability (Exceptional bonus): +1
                    • Ability (Insight bonus): +5
                    • Skills, except UMD (Competence bonus): +5 to +20
                    • 2 Pieces Equipped: +10 Artifact bonus to your maximum Hit Points
                    • 3 Pieces Equipped: +50 Artifact bonus to your maximum Spell Points.
                    • 4 Pieces Equipped: +1 Artifact bonus to all of your Ability Scores
                    • 5 Pieces Equipped: +1% Artifact bonus to Dodge
                    • 6 Pieces Equipped: +1 Artifact bonus to all spell DCs
                    • 7 Pieces Equipped: +5 Artifact bonus to Physical and Magical Resistance Rating
                    • Update 48.4.3
                    • 2 years, 6 months, and 26 days
                    • BugTime
                    • Power StorePower Store: This item collects and stores magical energy. Any spellcaster can use this energy to partially power their spells. All spells cast while using this item receive an enhancement bonus of -10% to their spell point costs.
                    • Insightful Resistance +1Insightful Resistance +1: Passive: +1 Insight bonus to Fortitude, Reflex, and Will Saving Throws.
                    • Vitality +12Vitality +12: Passive: +12 Vitality bonus to Hit Points.
                    • Poison Resistance +14Poison Resistance +14: Passive: +14 Enhancement bonus to your Poison Resistance.
                    • Blue Augment Slot: Empty Blue Augments
                      • Named: Category:Blue augments
                      • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                      • ASF reduction: -5% to -15%
                      • Fortification: +25% to +100%
                      • Good Luck: +1 or +2
                      • Hit points: +4 to +54
                      • Max Dex Bonus (Armor): +1 or +2
                      • Defense (PRR and MRR): +3 to +36
                      • Saves (Resistance bonus): +1 to +11
                      • Dodge: +1% to +14%
                      • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                      • Accuracy: +2 to +22
                      • Positive/Negative/Repair Healing Amplification: +3 to +57
                      • Named: Category:Colorless augments
                      • Ability (Enhancement bonus): +1 to +14
                      • Ability (Exceptional bonus): +1
                      • Ability (Insight bonus): +5
                      • Skills, except UMD (Competence bonus): +5 to +20
                      • 2 Pieces Equipped: +10 Artifact bonus to your maximum Hit Points
                      • 3 Pieces Equipped: +50 Artifact bonus to your maximum Spell Points.
                      • 4 Pieces Equipped: +1 Artifact bonus to all of your Ability Scores
                      • 5 Pieces Equipped: +1% Artifact bonus to Dodge
                      • 6 Pieces Equipped: +1 Artifact bonus to all spell DCs
                      • 7 Pieces Equipped: +5 Artifact bonus to Physical and Magical Resistance Rating
                      • Update 50.0.1
                      • 2 years, 2 months, and 10 days
                      • Cru121
                      • Spell Focus Mastery +4Spell Focus Mastery +4: +4 Equipment bonus to the DC of all spells.
                      • Insightful Spell Focus Mastery +2Insightful Spell Focus Mastery +2: +2 Insight bonus to the DC of all spells.
                      • Quality Necromancy Focus +1Quality Necromancy Focus +1: +1 Quality bonus to the DC of Necromancy spells.
                      • Insightful Sheltering +17Insightful Sheltering +17: +17 Insight bonus to Physical and Magical Resistance Ratings
                      • Green Augment Slot: Empty Green Augments
                        • Named: Category:Green augments
                        • Named: Category:Blue augments
                        • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                        • ASF reduction: -5% to -15%
                        • Fortification: +25% to +100%
                        • Good Luck: +1 or +2
                        • Hit points: +4 to +54
                        • Max Dex Bonus (Armor): +1 or +2
                        • Defense (PRR and MRR): +3 to +36
                        • Saves (Resistance bonus): +1 to +11
                        • Dodge: +1% to +14%
                        • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                        • Accuracy: +2 to +22
                        • Positive/Negative/Repair Healing Amplification: +3 to +57
                        • Named: Category:Yellow augments
                        • Deathblock
                        • Elemental Resistance: +5 to +45
                        • Immunity: Fear, Blindness
                        • Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
                        • Proof Against Disease, Poison: +2 to +10
                        • Spell Focus, Greater Spell Focus (Enhancement bonus)
                        • Spell points (Enhancement bonus): +19 to +294
                        • Damage: +1 to +11
                        • Spell penetration: +1 to +9
                        • Named: Category:Colorless augments
                        • Ability (Enhancement bonus): +1 to +14
                        • Ability (Exceptional bonus): +1
                        • Ability (Insight bonus): +5
                        • Skills, except UMD (Competence bonus): +5 to +20
                        • 2 Pieces Equipped: +25 Artifact bonus to Universal Spell Power
                        • 3 Pieces Equipped: +6% Artifact bonus to Universal Spell Critical Chance
                        • 4 Pieces Equipped: +10% Legendary bonus to Maximum Spellpoints
                        • 5 Pieces Equipped: +3 Artifact bonus to Intelligence, Wisdom, and Charisma
                        • 6 Pieces Equipped: +3 Artifact bonus to Spell DCs
                        • 7 Pieces Equipped: +15% Legendary bonus to Universal Spell Critical Damage
                        • Update 50.0.1
                        • 2 years, 2 months, and 10 days
                        • JJMC89
                        • Freedom of MovementFreedom of Movement: This item grants its wearer the ability to move and attack normally while under the influence of magic that impedes movement, such as paralysis, solid fog, slow and web.
                        • Speed +30%Speed +30%: +30% enhancement bonus to movement speed, 15% bonus to attack speed.
                        • Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
                        • Dodge +13%Dodge +13%: +13% Enhancement bonus to Dodge.
                        • Green Augment Slot: Empty Green Augments
                          • Named: Category:Green augments
                          • Named: Category:Blue augments
                          • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                          • ASF reduction: -5% to -15%
                          • Fortification: +25% to +100%
                          • Good Luck: +1 or +2
                          • Hit points: +4 to +54
                          • Max Dex Bonus (Armor): +1 or +2
                          • Defense (PRR and MRR): +3 to +36
                          • Saves (Resistance bonus): +1 to +11
                          • Dodge: +1% to +14%
                          • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                          • Accuracy: +2 to +22
                          • Positive/Negative/Repair Healing Amplification: +3 to +57
                          • Named: Category:Yellow augments
                          • Deathblock
                          • Elemental Resistance: +5 to +45
                          • Immunity: Fear, Blindness
                          • Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
                          • Proof Against Disease, Poison: +2 to +10
                          • Spell Focus, Greater Spell Focus (Enhancement bonus)
                          • Spell points (Enhancement bonus): +19 to +294
                          • Damage: +1 to +11
                          • Spell penetration: +1 to +9
                          • Named: Category:Colorless augments
                          • Ability (Enhancement bonus): +1 to +14
                          • Ability (Exceptional bonus): +1
                          • Ability (Insight bonus): +5
                          • Skills, except UMD (Competence bonus): +5 to +20
                          • 2 Pieces Equipped: +25 Artifact bonus to Universal Spell Power
                          • 3 Pieces Equipped: +6% Artifact bonus to Universal Spell Critical Chance
                          • 4 Pieces Equipped: +10% Legendary bonus to Maximum Spellpoints
                          • 5 Pieces Equipped: +3 Artifact bonus to Intelligence, Wisdom, and Charisma
                          • 6 Pieces Equipped: +3 Artifact bonus to Spell DCs
                          • 7 Pieces Equipped: +15% Legendary bonus to Universal Spell Critical Damage
                          • Update 50.0.1
                          • 2 years, 2 months, and 9 days
                          • JJMC89
                          • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to Armor Class.
                          • Exceptional Universal Spell Lore +5%Exceptional Universal Spell Lore: 5% Exceptional bonus to Universal Spell Lore.
                          • Exceptional Universal Spell Power +15 Universal Spell Power +15: Passive: +15 Exceptional bonus to Universal Spell Power.
                          • Physical Sheltering +33Physical Sheltering +33: +33 Enhancement bonus to Physical Resistance Rating
                          • Parrying +6Parrying +6: +6 Insight bonus to Armor Class, +6 Insight bonus to Saves.
                          • Blue Augment Slot: Empty Blue Augments
                            • Named: Category:Blue augments
                            • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                            • ASF reduction: -5% to -15%
                            • Fortification: +25% to +100%
                            • Good Luck: +1 or +2
                            • Hit points: +4 to +54
                            • Max Dex Bonus (Armor): +1 or +2
                            • Defense (PRR and MRR): +3 to +36
                            • Saves (Resistance bonus): +1 to +11
                            • Dodge: +1% to +14%
                            • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                            • Accuracy: +2 to +22
                            • Positive/Negative/Repair Healing Amplification: +3 to +57
                            • Named: Category:Colorless augments
                            • Ability (Enhancement bonus): +1 to +14
                            • Ability (Exceptional bonus): +1
                            • Ability (Insight bonus): +5
                            • Skills, except UMD (Competence bonus): +5 to +20
                            • Named: Category:Green augments
                            • Named: Category:Blue augments
                            • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                            • ASF reduction: -5% to -15%
                            • Fortification: +25% to +100%
                            • Good Luck: +1 or +2
                            • Hit points: +4 to +54
                            • Max Dex Bonus (Armor): +1 or +2
                            • Defense (PRR and MRR): +3 to +36
                            • Saves (Resistance bonus): +1 to +11
                            • Dodge: +1% to +14%
                            • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                            • Accuracy: +2 to +22
                            • Positive/Negative/Repair Healing Amplification: +3 to +57
                            • Named: Category:Yellow augments
                            • Deathblock
                            • Elemental Resistance: +5 to +45
                            • Immunity: Fear, Blindness
                            • Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
                            • Proof Against Disease, Poison: +2 to +10
                            • Spell Focus, Greater Spell Focus (Enhancement bonus)
                            • Spell points (Enhancement bonus): +19 to +294
                            • Damage: +1 to +11
                            • Spell penetration: +1 to +9
                            • Named: Category:Colorless augments
                            • Ability (Enhancement bonus): +1 to +14
                            • Ability (Exceptional bonus): +1
                            • Ability (Insight bonus): +5
                            • Skills, except UMD (Competence bonus): +5 to +20
                            • 2 Pieces Equipped: +25 Artifact bonus to Universal Spell Power
                            • 3 Pieces Equipped: +6% Artifact bonus to Universal Spell Critical Chance
                            • 4 Pieces Equipped: +10% Legendary bonus to Maximum Spellpoints
                            • 5 Pieces Equipped: +3 Artifact bonus to Intelligence, Wisdom, and Charisma
                            • 6 Pieces Equipped: +3 Artifact bonus to Spell DCs
                            • 7 Pieces Equipped: +15% Legendary bonus to Universal Spell Critical Damage
                            • Update 50.0.1
                            • 2 years, 2 months, and 9 days
                            • JJMC89
                            • Power StorePower Store: This item collects and stores magical energy. Any spellcaster can use this energy to partially power their spells. All spells cast while using this item receive an enhancement bonus of -10% to their spell point costs.
                            • Insightful Resistance +4Insightful Resistance +4: Passive: +4 Insight bonus to Fortitude, Reflex, and Will Saving Throws.
                            • Vitality +44Vitality +44: Passive: +44 Vitality bonus to Hit Points.
                            • Poison Resistance +50Poison Resistance +50: Passive: +50 Enhancement bonus to your Poison Resistance.
                            • Green Augment Slot: Empty Green Augments
                              • Named: Category:Green augments
                              • Named: Category:Blue augments
                              • AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
                              • ASF reduction: -5% to -15%
                              • Fortification: +25% to +100%
                              • Good Luck: +1 or +2
                              • Hit points: +4 to +54
                              • Max Dex Bonus (Armor): +1 or +2
                              • Defense (PRR and MRR): +3 to +36
                              • Saves (Resistance bonus): +1 to +11
                              • Dodge: +1% to +14%
                              • Tactics DCs (Stunning, Sunder, Trip): +2 to +16
                              • Accuracy: +2 to +22
                              • Positive/Negative/Repair Healing Amplification: +3 to +57
                              • Named: Category:Yellow augments
                              • Deathblock
                              • Elemental Resistance: +5 to +45
                              • Immunity: Fear, Blindness
                              • Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
                              • Proof Against Disease, Poison: +2 to +10
                              • Spell Focus, Greater Spell Focus (Enhancement bonus)
                              • Spell points (Enhancement bonus): +19 to +294
                              • Damage: +1 to +11
                              • Spell penetration: +1 to +9
                              • Named: Category:Colorless augments
                              • Ability (Enhancement bonus): +1 to +14
                              • Ability (Exceptional bonus): +1
                              • Ability (Insight bonus): +5
                              • Skills, except UMD (Competence bonus): +5 to +20
                              • 2 Pieces Equipped: +25 Artifact bonus to Universal Spell Power
                              • 3 Pieces Equipped: +6% Artifact bonus to Universal Spell Critical Chance
                              • 4 Pieces Equipped: +10% Legendary bonus to Maximum Spellpoints
                              • 5 Pieces Equipped: +3 Artifact bonus to Intelligence, Wisdom, and Charisma
                              • 6 Pieces Equipped: +3 Artifact bonus to Spell DCs
                              • 7 Pieces Equipped: +15% Legendary bonus to Universal Spell Critical Damage
                              Second, grab and open the egg.
                              Wintet solstice

                              The witch must create a sacred space, called the "threshold," where the double doorway will be placed. This space is typically adorned with symbols and objects of power, such as candles, crystals, and feathers. Once the threshold is prepared, the witch will then perform a series of chants and invocations to open the double doorway. This process involves an intense focus of energy and intention, as the witch seeks to bridge the gap between the physical and spiritual realms. Once the double doorway is open, the witch can venture into the spiritual realm and commune with spirits and deities. This can be a transformative and enlightening experience, as the witch gains wisdom and guidance from these powerful entities. However, it is important to note that working with double doorways in Ember witchcraft is not without risks. Opening a doorway to the spiritual realm can attract unwanted energy and entities if not done properly. It is crucial for the witch to have a strong understanding of protection and grounding techniques to ensure their safety and wellbeing. In conclusion, Ember witchcraft double doorways offer a unique and powerful method for witches to connect with the spiritual realm and gain insight and wisdom. However, it is essential for practitioners to approach this practice with caution and respect for the energies and entities they may encounter..

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                              wintet solstice

                              wintet solstice