Uniform Enchantments: Difference between revisions

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1. 100% protection against disarm
1. 100% protection against disarm


Chest:
Chest:     
   To activate: Active on equip     
 
To activate: Active on equip     


1. 30% Elemental Resist
1. 30% Elemental Resist
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Amulet 1:     
Amulet 1:     


To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in  the same fashion to deactivate the enchantments.     
To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in the same fashion to deactivate the enchantments.     


1. Creates illusion of standard uniform that is physical
1. Creates illusion of standard uniform that is physical
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Amulet 2:     
Amulet 2:     


To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in the same fashion to deactivate the enchantments.     
To activate: Keyword     


1. Creates illusion of dress uniform that is physical (can be seen through with "I disbelieve")
1. Creates illusion of plain clothes last worn that is physical (can be seen through with "I disbelieve")


Amulet 3:
Amulet 3:
Line 181: Line 182:
     Ring 1 (1 Enchantment):
     Ring 1 (1 Enchantment):


     To activate: User keyword       
     To activate: Active on equip       


     1. Ring provides a 30 second 100% magic shielding spell per 24 hours. Radius is 10' sphere
     1. Invisibility


     Ring 2 (1 Enchantment):
     Ring 2 (1 Enchantment):
Line 234: Line 235:


Boots:
Boots:
Boots 1:     


To activate: Active on equip     
To activate: Active on equip     


1. 25% further jump distance
1. 25% further jump distance
Boots 2:
To activate: Active on equip     
1. Silence


Head Slot:
Head Slot:
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To activate: Keywords
To activate: Keywords


1. able to change color to forest camouflage for all 4 seasons, midnight blue, sand, and stark black as well as an edge blurring effect (not an invisibility).
1. Able to change color to forest camouflage for all 4 seasons, midnight blue, sand, and stark black as well as an edge blurring effect (not an invisibility).


Head 2:
Head 2:
Often worn with amulets 1 and 2


To activate:
To activate:

Revision as of 02:24, 18 October 2016

Uniform enchantments, standard issue. Personal items must be cleared with mission Field Commander before use for each assignment.

Special Operative; Imperial Protectorate

Jewelry: (1 Enchantment)

Neck:

Amulet 1:     

To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in  the same fashion to deactivate the enchantments.     

1. Creates illusion of standard uniform that is physical

Amulet 2:     

To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in the same fashion to deactivate the enchantments.     

1. Creates illusion of dress uniform that is physical (can be seen through with "I disbelieve")

Amulet 3:

To activate: Active on Equip

1. 20% Magic resist


Rings:

Standard usage is Ring 1 and Ring 4. On political escort, user wears ring 4 with a mix of secondary rings.     

     Ring 1 (1 Enchantment):

     To activate: User keyword       

     1. Ring provides a 30 second 100% magic shielding spell per 24 hours. Radius is 10' sphere

     Ring 2 (1 Enchantment):

     To activate: Active on equip      

     1. User remains alert for 48 hours. Reuse is 1 week.

     Ring 3 (1 Enchantment):

     To activate: Active on equip      

     1. 20% Haste

     Ring 4 (1 Enchantment):

     To activate: Active on equip      

     1. Immunity to poison


Equipment (1 Enchantment):

Gloves:

To activate: Active on equip     

1. 100% protection against disarm

Chest:     

To activate: Active on equip     

1. 30% Elemental Resist

Armband (bracer):

To activate: Active on equip     

1. Immunity to Charm

Belt:

To activate: Active on equip     

1. 10% stamina increase

Legs:

To activate: Active on equip     

1. 25% More likely to detect illusion

Boots:

To activate: Active on equip     

1. 25% further jump distance

Head Slot:

Head 1:

Mask hood and cloak are one piece, not standardly equipped.

To activate: Keywords

1. able to change color to forest camouflage for all 4 seasons, midnight blue, sand, and stark black as well as an edge blurring effect (not an invisibility).

Head 2:

Often worn with amulets 1 and 2

To activate:

1. Ability to understand all spoken language

Weapon (2 Enchantments):

Range:

To activate: Active on equip

1. Bow reuses whatever type of arrow was last used so a quiver is not required.

2. 20% range increase

Sword 1:

To activate: Active on equip

1. 20% improved hit chance

2. 20% .5 second stun


Sword 2:

To activate: Active on equip

1. 20% armor penetration

2. 20% .5 second stun


Dagger 1:

To activate: Active on equip

1. Dagger reuses whatever type of poison was last used.

2. 20% .5 second stun


Dagger 2:

To activate: Active on equip

1. 20% armor penetration

2. 20% .5 second stun

Other:

Portable hole or handy haversack enchantment on a belt pouch.

Black Ops

Jewelry: (1 Enchantment)

Neck:

Amulet 1:     

To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in the same fashion to deactivate the enchantments.     

1. Creates illusion of standard uniform that is physical

Amulet 2:     

To activate: Keyword     

1. Creates illusion of plain clothes last worn that is physical (can be seen through with "I disbelieve")

Amulet 3:

To activate: Active on Equip

1. 20% Magic resist


Rings:

Standard usage is Ring 1 and Ring 4. On political escort, user wears ring 4 with a mix of secondary rings.     

     Ring 1 (1 Enchantment):

     To activate: Active on equip       

     1. Invisibility

     Ring 2 (1 Enchantment):

     To activate: Active on equip      

     1. User remains alert for 48 hours. Reuse is 1 week.

     Ring 3 (1 Enchantment):

     To activate: Active on equip      

     1. 20% Haste

     Ring 4 (1 Enchantment):

     To activate: Active on equip      

     1. Immunity to poison


Equipment (1 Enchantment):

Gloves:

To activate: Active on equip     

1. 100% protection against disarm

Chest:    To activate: Active on equip     

1. 30% Elemental Resist

Armband (bracer):

To activate: Active on equip     

1. Immunity to Charm

Belt:

To activate: Active on equip     

1. 10% stamina increase

Legs:

To activate: Active on equip     

1. 25% More likely to detect illusion

Boots:

Boots 1:     

To activate: Active on equip     

1. 25% further jump distance

Boots 2:

To activate: Active on equip     

1. Silence

Head Slot:

Head 1:

Mask hood and cloak are one piece, not standardly equipped.

To activate: Keywords

1. Able to change color to forest camouflage for all 4 seasons, midnight blue, sand, and stark black as well as an edge blurring effect (not an invisibility).

Head 2:

To activate:

1. Ability to understand all spoken language

Weapon (2 Enchantments):

Range:

To activate: Active on equip

1. Bow reuses whatever type of arrow was last used so a quiver is not required.

2. 20% range increase

Sword 1:

To activate: Active on equip

1. 20% improved hit chance

2. 20% .5 second stun


Sword 2:

To activate: Active on equip

1. 20% armor penetration

2. 20% .5 second stun


Dagger 1:

To activate: Active on equip

1. Dagger reuses whatever type of poison was last used.

2. 20% .5 second stun


Dagger 2:

To activate: Active on equip

1. 20% armor penetration

2. 20% .5 second stun

Other:

Portable hole or handy haversack enchantment on a belt pouch.