Uniform Enchantments: Difference between revisions

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SOIP Uniform enchantments, standard issue.
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)


Amulet 1:
==== Neck: ====
        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.     
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


1. Creates illusion of dress uniform that is physical (can be seen through with "I disbelieve").
Amulet 2:     


Amulet 2:
To activate: Keyword     
        To activate: Active on Equip


1. Creates illusion of clothes last worn 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")


<nowiki> </nowiki>    Amulet 3:
Amulet 3:
       To activate: Active on Equip
      1. 20% Magic resist


Amulet 4:
To activate: Active on Equip
       To activate: User grips amulet 3 times in quick succession. To turn back, spider bends its legs inward as if dead.
      1. User turns into a spider.


Rings-
1. 20% Magic resist


Standard usage is Ring 1 and Ring 4. On political escort, the individual often wears ring 4 with a mix of secondary rings. Two are equipable at a time.     
==== <br>Rings: ====
     Ring 1:


      Ring 1 (1 Enchantment):
     To activate: Active on equip       
        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):
     1. Invisibility
        To activate: Active on equip      
           1. User remains alert for 48 hours. Reuse is 1 week. 1 additional ring may be used. If both are used in                  succession, user will require 24 to 48 hours of rest dependent on activity level while worn.


     Ring 3 (1 Enchantment):
     Ring 2:
        To activate: Active on equip      
           1. 20% Haste


     Ring 4 (1 Enchantment):
     To activate: Active on equip      
        To activate: Active on equip      
           1. Immunity to poison


Ring 5 (1 Enchantment):
     1. User remains alert for 48 hours. Reuse is 1 week.
        To activate: Active on equip      
           1. Ability to understand all spoken languages.


Equipment (1 Enchantment):---------------------------------------------------------
     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. 100% protection against disarm
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. 30% Elemental Resist
 
1. Falling damage reduced 75%.


Armband (bracer):
Armband (bracer):
   To activate: Active on equip     
 
      1. Immunity to Charm
To activate: Active on equip     
 
1. Immunity to Charm


Belt:
Belt:
   To activate: Active on equip     
 
      1. 10% stamina increase
To activate: Active on equip     
 
1. Senses increased by 30%


Legs:
Legs:
   To activate: Active on equip     
 
      1. 25% More likely to detect illusion
To activate: Active on equip     
 
1. 50% chance to hit incorporeal creatures.


Boots:
Boots:
   To activate: Active on equip     
 
      1. 25% further jump distance
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 and hood are one piece, not usually equipped.  
 
   To activate: Keywords
Mask hood and cloak are one piece.  
      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).
 
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. Can attach to cloak or uniform. Works when up or down.
   To activate:
      1. Ability to understand all spoken language


Back Slot:
Cowl and mask.
 
To activate:


Cloak:
1. Telepathy
   To activate: Active on equip
      1. User blends into shadows


Weapon (2 Enchantments):------------------------------------------------------------
==== Weapon (2 Enchantments): ====
Range:
Range:
   To activate: Active on equip
 
      1. Bow reuses whatever type of arrow was last used so a quiver is not required.
To activate: Active on equip
      2. 20% range increase
 
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. 20% improved hit chance
To activate: Active on equip
      2. 20% .5 second stun
 
1. Armor piercing




Sword 2:
Sword 2:
   To activate: Active on equip
 
      1. 20% armor penetration
To activate: Active on equip
      2. 20% .5 second stun
 
1. Armor piercing




Dagger 1:
Dagger 1:
   To activate: Active on equip
 
      1. Dagger reuses whatever type of poison was last used.
To activate: Active on equip
      2. 20% .5 second stun
 
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. 20% armor penetration
To activate: Active on equip
      2. 20% .5 second stun
 
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.