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  • INT Greater Dyes


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    Item Description
    Greater INT Dye (INT  1 MEN -2) Greater INT Dye (INT 1 MEN -2) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.
    Greater INT Dye (INT  1 MEN -3) Greater INT Dye (INT 1 MEN -3) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.
    Greater INT Dye (INT  1 WIT -1) Greater INT Dye (INT 1 WIT -1) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  1 WIT -2) Greater INT Dye (INT 1 WIT -2) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.
    Greater INT Dye (INT  1 WIT -3) Greater INT Dye (INT 1 WIT -3) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.
    Greater INT Dye (INT  2 MEN -2) Greater INT Dye (INT 2 MEN -2) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  2 MEN -3) Greater INT Dye (INT 2 MEN -3) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  2 MEN -4) Greater INT Dye (INT 2 MEN -4) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  2 WIT -2) Greater INT Dye (INT 2 WIT -2) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  2 WIT -3) Greater INT Dye (INT 2 WIT -3) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  2 WIT -4) Greater INT Dye (INT 2 WIT -4) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  3 MEN -3) Greater INT Dye (INT 3 MEN -3) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  3 MEN -4) Greater INT Dye (INT 3 MEN -4) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  3 MEN -5) Greater INT Dye (INT 3 MEN -5) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  3 WIT -3) Greater INT Dye (INT 3 WIT -3) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  3 WIT -4) Greater INT Dye (INT 3 WIT -4) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  3 WIT -5) Greater INT Dye (INT 3 WIT -5) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  4 MEN -4) Greater INT Dye (INT 4 MEN -4) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  4 MEN -5) Greater INT Dye (INT 4 MEN -5) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  4 MEN -6) Greater INT Dye (INT 4 MEN -6) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  4 WIT -4) Greater INT Dye (INT 4 WIT -4) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  4 WIT -5) Greater INT Dye (INT 4 WIT -5) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.

    Greater INT Dye (INT  4 WIT -6) Greater INT Dye (INT 4 WIT -6) Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.

    Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation.



    INT Greater Dyes – Related Pages
    Items: Armor SetsCommon ItemsWeaponsArmorPvP ItemsAccessoriesRare ItemsHead AccessoriesBeltsCloaksBracersTalismansLife Crystals
    Dyes Dyes
    level 1 – 39
    STR Dyes
    INT Dyes
    DEX Dyes
    WIT Dyes
    CON Dyes
    MEN Dyes
    Greater Dyes
    level 40 – 84
    STR Greater Dyes
    INT Greater Dyes
    DEX Greater Dyes
    WIT Greater Dyes
    CON Greater Dyes
    MEN Greater Dyes
    Grade R
    level 85 – 99
    Giant Dyes Ancient Dyes Legendary Dyes
    Windy Dyes
    Wondrous Dyes


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