Uniform Enchantments: Difference between revisions

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SOIP Uniform enchantments, standard issue.
SOIP Uni enchantments
Jewelry: (1 Enchantment)
Jewelry: (1 Enchantment)--------------------------------------------------------


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


Amulet 2:
Amulet 2:
       To activate: Active on Equip
   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")


1. Creates illusion of clothes last worn that is physical (can be seen through with "I disbelieve").
Amulet 3:
   To activate: Active on Equip
      1. 20% Magic resist


<nowiki> </nowiki>    Amulet 3:
       To activate: Active on Equip
      1. 20% Magic resist
Amulet 4:
       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-
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, the individual often wears ring 4 with a mix of secondary rings. Two are equipable at a time.     
     Ring 1 (1 Enchantment):
 
      Ring 1 (1 Enchantment):
        To activate: User keyword       
        To activate: User keyword       
           1. Ring provides a 30 second 100% magic shielding spell per 24 hours. Radius is 10' sphere
           1. Ring provides a 30 second 100% magic sheilding spell per 24 hours. Radius is 10' sphere


      Ring 2 (1 Enchantment):
     Ring 2 (1 Enchantment):
        To activate: Active on equip      
        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.
           1. User remains alert for 48 hours. Reuse is 1 week.


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


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


Ring 5 (1 Enchantment):
        To activate: Active on equip      
           1. Ability to understand all spoken languages.


Equipment (1 Enchantment):---------------------------------------------------------
Equipment (1 Enchantment):---------------------------------------------------------
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Gloves:
Gloves:
   To activate: Active on equip     
   To activate: Active on equip     
      1. 100% protection against disarm
      1. 100% pertection against disarm


Chest:
Chest:
Line 73: Line 64:


Head 1:  
Head 1:  
   Mask and hood are one piece, not usually equipped.  
   Mask hood and cloak are one peice, not standardly equipped.  
   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 camo for all 4 seasons, midnight blue, sand, and stark black as well as         an edge bluring effect (not an invisibility).


Head 2:
Head 2:
   Cowl. Can attach to cloak or uniform. Works when up or down.
   Often worn with amulets 1 and 2
   To activate:
   To activate:
      1. Ability to understand all spoken language
      1. Ability to understand all spoken language
Back Slot:
Cloak:
   To activate: Active on equip
      1. User blends into shadows


Weapon (2 Enchantments):------------------------------------------------------------
Weapon (2 Enchantments):------------------------------------------------------------

Revision as of 01:40, 18 October 2016

SOIP Uni enchantments Jewelry: (1 Enchantment)--------------------------------------------------------

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, unit 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 sheilding 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% pertection 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 peice, not standardly equipped.    To activate: Keywords       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).

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