Uniform Enchantments: Difference between revisions

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SOIP Uni enchantments
Uniform enchantments, standard issue. Personal items must be cleared with mission Field Commander before use for each assignment.
Jewelry: (1 Enchantment)--------------------------------------------------------


Amulet 1:
== Special Operative; Imperial Protectorate ==
   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:
=== Jewelry: (1 Enchantment) ===
   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")
==== 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:
Amulet 3:
   To activate: Active on Equip
      1. 20% Magic resist


To activate: Active on Equip
1. 20% Magic resist


Rings-
==== <br>Rings: ====
Standard usage is Ring 1 and Ring 4. On political escort, unit wears ring 4 with a mix of secondary 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):
     Ring 1 (1 Enchantment):
        To activate: User keyword       
 
           1. Ring provides a 30 second 100% magic sheilding spell per 24 hours. Radius is 10' sphere
     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):
     Ring 2 (1 Enchantment):
        To activate: Active on equip      
 
           1. User remains alert for 48 hours. Reuse is 1 week.
     To activate: Active on equip      
 
     1. User remains alert for 48 hours. Reuse is 1 week.


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


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


     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)


Equipment (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
==== <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. 100% pertection 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 hood and cloak are one peice, not standardly equipped.  
 
   To activate: Keywords
Mask hood and cloak are one piece.  
      1. able to change color to forest camo for all 4 seasons, midnight blue, sand, and stark black as well as         an edge bluring 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:
   Often worn with amulets 1 and 2
   To activate:
      1. Ability to understand all spoken language


Weapon (2 Enchantments):------------------------------------------------------------
Cowl and mask.
 
To activate:
 
1. Telepathy
 
==== 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.