Uniform Enchantments: Difference between revisions
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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 | |||
==== <br>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 | |||
==== <br>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 and traps. | |||
Boots: | |||
To activate: Active on equip | |||
1. 25% further jump distance. 50% increased runspeed. | |||
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, snow, 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) | 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 | 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 | |||
==== <br>Rings: ==== | |||
Ring 1: | |||
To activate: Active on equip | |||
1. Invisibility | |||
Ring 2: | |||
To activate: Active on equip | |||
1. User remains alert for 48 hours. Reuse is 1 week. | |||
Ring 3: | |||
To activate: Active on equip | |||
1. 20% Haste | |||
Ring 4: | |||
To activate: Active on equip | |||
1. Immunity to poison | |||
==== <br>Equipment (1 Enchantment): ==== | |||
Gloves: | Gloves: | ||
To activate: Active on equip | |||
1. User needs less grip to scale walls | |||
Chest: | Chest: | ||
To activate: Active on equip | To activate: Active on equip | ||
1. Falling damage reduced 75%. | |||
Armband (bracer): | Armband (bracer): | ||
To activate: Active on equip | |||
1. Immunity to Charm | |||
Belt: | Belt: | ||
To activate: Active on equip | |||
1. Senses increased by 30% | |||
Legs: | Legs: | ||
To activate: Active on equip | |||
1. 50% chance to hit incorporeal creatures. | |||
Boots: | Boots: | ||
Boots 1: | |||
To activate: Active on equip | |||
1. 25% further jump distance. 50% increased runspeed. | |||
Boots 2: | |||
To activate: Active on equip | |||
1. Silence | |||
Head Slot: | Head Slot: | ||
Head 1: | Head 1: | ||
Mask hood and cloak are one piece. | |||
To activate: Keywords | |||
1. Able to change color to forest camouflage for all 4 seasons, midnight blue, sand, snow, and stark black as well as an edge blurring effect (not an invisibility). | |||
Head 2: | Head 2: | ||
Cowl and mask. | |||
To activate: | |||
Weapon (2 Enchantments): | 1. Telepathy | ||
==== Weapon (2 Enchantments): ==== | |||
Range: | Range: | ||
To activate: Active on equip | |||
1. Hand crossbow reuses whatever type of bolt was last used so a quiver is not required. | |||
2. 20% range increase | |||
Sword 1: | Sword 1: | ||
To activate: Active on equip | |||
1. Armor piercing | |||
Sword 2: | Sword 2: | ||
To activate: Active on equip | |||
1. Armor piercing | |||
Dagger 1: | Dagger 1: | ||
To activate: Active on equip | |||
1. Dagger reuses whatever type of poison was last used. | |||
2. 20% .5 second stun | |||
Dagger 2: | Dagger 2: | ||
To activate: Active on equip | |||
1. Armor piercing | |||
==== Other: ==== | |||
Portable hole or handy haversack enchantment on a belt pouch. | |||
Latest revision as of 19:00, 21 February 2025
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 and traps.
Boots:
To activate: Active on equip
1. 25% further jump distance. 50% increased runspeed.
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, snow, 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:
Ring 1:
To activate: Active on equip
1. Invisibility
Ring 2:
To activate: Active on equip
1. User remains alert for 48 hours. Reuse is 1 week.
Ring 3:
To activate: Active on equip
1. 20% Haste
Ring 4:
To activate: Active on equip
1. Immunity to poison
Equipment (1 Enchantment):
Gloves:
To activate: Active on equip
1. User needs less grip to scale walls
Chest: To activate: Active on equip
1. Falling damage reduced 75%.
Armband (bracer):
To activate: Active on equip
1. Immunity to Charm
Belt:
To activate: Active on equip
1. Senses increased by 30%
Legs:
To activate: Active on equip
1. 50% chance to hit incorporeal creatures.
Boots:
Boots 1:
To activate: Active on equip
1. 25% further jump distance. 50% increased runspeed.
Boots 2:
To activate: Active on equip
1. Silence
Head Slot:
Head 1:
Mask hood and cloak are one piece.
To activate: Keywords
1. Able to change color to forest camouflage for all 4 seasons, midnight blue, sand, snow, and stark black as well as an edge blurring effect (not an invisibility).
Head 2:
Cowl and mask.
To activate:
1. Telepathy
Weapon (2 Enchantments):
Range:
To activate: Active on equip
1. Hand crossbow reuses whatever type of bolt was last used so a quiver is not required.
2. 20% range increase
Sword 1:
To activate: Active on equip
1. Armor piercing
Sword 2:
To activate: Active on equip
1. Armor piercing
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. Armor piercing
Other:
Portable hole or handy haversack enchantment on a belt pouch.