|
Gaia online zOMG! Buff Rings |
|
|
|
|
|
|
IMPROBABILITY SPHERE The ring applies a chance to REFLECT an attack to other players - ie. the attacker is struck with his own blow. Moderate range, cannot be used on self. Uses 14 stamina. It has a cooldown of 10 seconds. The effect stays for 1 minute regardless of Rage level. Raging causes the effect to become more powerful, deflecting more.
TEFLON SPRAY This ring applies a chance to deflect some damage - sharply reducing it - as well as a general defense improvement. Moderate range. The effect remains 4 minutes, the ring cools down in only 10 seconds. Raging causes the effect to become more powerful, stopping more damage and deflecting a bit more often. The skill duration does not improve.
IRON WILL This ring causes an increase of about 20 (?) per CL to Willpower. It spends a VERY low amount of stamina that may or may not increase at higher CLs. (I did not have a 1.0 ring) Moderate range. The effect remains for 45 seconds. Raging causes the effect duration to increase significantly, the bonus does not improve.
TURTLE The ring applies a HUGE defense bonus to self, for a distinctly brief period. No range, only works on self. Effect lasts only 20 seconds regardless of rage. The cooldown on the ring is 4 minutes. Raging causes the defense bonus to become BEHEMOTH - serious damage is reduced to tickles for a short time. It is rumored that RR4 reflects damage, but I have not personally confirmed this. All personal attempts to reflect damage failed.
ADRENALINE The ring applies a bonus to dodge to other players, about +15 to Dodge rating per CL. Moderate range. Can not be used on self. The ring uses 7 Stamina per use. The effect remains 45 seconds. Cooldown is 5 seconds. Raging causes a large increase to duration, does not increase the stat bonus.
SHARPEN The ring applies a bonus to accuracy to other players, about +15 to Accuracy rating per CL. Moderate range. Can not be used on self. The ring uses 7 Stamina per use. The effect remains 45 seconds. Cooldown is 5 seconds. Raging causes a large increase to duration, does not increase the stat bonus.
HEALING HALO The ring applies an HP Regeneration bonus to the self and nearby players. Minor (to large) range. Player's HP regeneration improves approx. +2 HP per second when kneeling, per CL. They are also granted auto-regeneration of 1 HP per 4 seconds standing, per CL. (Note that the player recieves increases per 2 seconds on average) The skill uses 14 stamina. The effect lasts one minute. Cooldown takes one minute 30 seconds. The ring also generates an unusually large amount of rage when used. Raging does not improve effect or duration, and does not enlarge the range of the skill. It is unknown what effect raging the skill has.
DIVINITY The ring applies a Stamina Regeneration bonus to the self and nearby players. Minor (to large) range. Player's Stamina regeneration improves approx. +2 Stamina per second, per CL, sitting or standing. (Note that the player recieves increases per 2 seconds on average) The skill uses 14 stamina. The effect lasts one minute. Cooldown takes one minute 30 seconds. The ring also generates an unusually large amount of rage when used. Raging does not improve effect or duration, and does not enlarge the range of the skill. It is unknown what effect raging the skill has.
COYOTE SPIRIT The ring applies a boost of about +42 speed per CL (as far as I know, untested) to the self and all nearby players. Mild range. It costs 7 stamina per use. The effect lasts 2 minutes., the cooldown only takes 10 seconds. Raging will greatly increase the duration, to up to 4 minutes, but does not improve the speed boost.
ROCK ARMOR The ring applies a major armor bonus to another player, sharply improving their defense. Moderate range. Can not be used on self. 14 Stamina to use. The effect remains 4 minutes, the ring cools down in only 10 seconds. Raging causes the effect to become more powerful, stopping much more damage. The skill duration does not improve.
MY DENSITY The ring applies +150 Weight per CL (I think? Untested at high CL) to any player. Moderate range. It spends a VERY low amount of stamina that may or may not increase at higher CLs. The effect remains 1 minute, the ring cools down in only 5 seconds. Raging causes the duration to sharply increase. The stat effect does not improve.
GHOST The ring applies a bonus to dodge to yourself, about +15 to Dodge rating per CL. No range, can only be used on self. The ring uses 14 Stamina per use. The effect remains 1 minute 30 seconds. Cooldown is 2 minutes. Raging causes a large increase to duration, does not increase the stat bonus. If you rage hard enough, the bonus will outlast the cooldown, but it will not stack.
POT LID The ring applies a large bonus to deflect attacks to yourself, reducing the damage partly-to-completely. There is no range, it can only be used on self. The ring uses 14 Stamina. The effect remains 2 minutes. Cooldown is 3 minutes. Raging causes the effect to become more powerful, deflecting MUCH more often. The skill duration does not improve.
FLEET FEET This skill causes the speed of you and your allies to increase by about 96 per CL (I think? Untested at high CL) as well as recieve a minor bonus to dodge, about 9 per CL. Range is mild. Costs 14 stamina. The effect remains for 22 seconds. The cooldown is 45 seconds. Raging causes the effect to increase up to match the cooldown. The stat bonus does not improve.
-will improve this later : /
Dakruon · Sat Apr 17, 2010 @ 08:53am · 0 Comments |
|
|
|
|
|