Ignite starts a fire, boosting your morale and mana regeneration. When that affect wears off, you can use it again. It also gives a seperate enrage affect for some hit and daroll. The enrage part lasts longer than the ignite timer, so you can stack them up. This was with a cabal edge that made ignite stronger, but you get the idea:
Skill: 'enrage' modifies hit roll by 4 for 17 hours.
*45 D-Elf War* (PK) Miette the Champion of Arms
[42 Cloud War] (PK) Forbin the Commander of Warfare, Magistrate of Voralian City
[44 Min War] (PK) Bolorg the Initiate of the Macalla, Magistrate of Voralian City
[30 Storm War] Kirentheehl the Woman-At-Arms, Magistrate of Hamsah Mu'tazz
[29 Dwarf War] Fretha the Combatant, Magistrate of Seantryn Modan
< 731/100% 100% 98% 184
*43 D-Elf War* (PK) (WANTED) Miette the Seeker of the Macalla
[51 H-Drw Sha] (PK) Djirhh Hilgurag the Holy of Faith, Blood Servant
[51 Human Shf] (PK) Rywald the Grand Master of Changelings, Magistrate of Galadon
the Huntress: Intruder! Intruder! Rywald is raiding the Cabal!
< 753/100% 51% 46% 14852 wilderness/outdoor 12 PM> west
A Bend in a Path Through the Prosimy
Artery is -8 strength for 5 hours (in affects, so 6 ticks). It can cause bleeding.
Hurl torso is -6 strength for 5 hours. Always causes bleeding when it lands. This bleeding isn't stackable with impale.
Hurl throat is -5 strength for 5 hours and silence for 0.
I can't find actual logs of the other hurl locations, but they're generally something like -3 dex, -2 strength, or -
Artery is -8 strength for 5 hours (in affects, so 6 ticks). Can cause bleeding.
Hurl torso is -6 strength for 5 hours. Always causes bleeding when it lands. This bleeding isn't stackable with impale.
Hurl throat is -5 strength for 5 hours and silence for 0.
I can't find actual logs of the other hurl locations, but they're generally something like -3 dex, -2 strength, or -3 s
Energy drain still drains the same ammount with resist negative up, necromancer blindness has the same duration, and so on. If it affects saves against spells like that, it's such a minor boost that it's completely unnoticable.
It gives different echos as your ac passes certain points. Spells that increase ac, if they bring you over those points, give the echos. Negative ac, like from faerie fire or manacles switch it off. I think what the helpfile is trying to get at by mentioning armor is that your dex ac doesn't count, only from gear and affects.
<63%/378hp 355m 455mv 8254 (civilized)> wear boots
You stop using a pair of earth-toned boots.
You wear boots of Electricity on your feet.
You are zapped by boots of Electricity and drop it.
Ethos : Chaotic Align : Good Class : conjurer
I bet the enjoyment you already got from your gear totally outweighs whatever irritation you feel, at the moment, over losing it. That's how I feel, anyway, after getting looted.