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.
 
== Special Operative; Imperial Protectorate ==
 
=== 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, 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
 
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)--------------------------------------------------------
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 standard uniform that is physical


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


Amulet 3:
Amulet 3:
   To activate: Active on Equip
   To activate: Active on Equip
      1. 20% Magic resist


1. 20% Magic resist
Rings-     


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




Line 38: Line 202:


Gloves:
Gloves:
   To activate: Active on equip     
 
      1. 100% pertection against disarm
To activate: Active on equip     
 
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


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. 10% stamina increase


Legs:
Legs:
   To activate: Active on equip     
 
      1. 25% More likely to detect illusion
To activate: Active on equip     
 
1. 25% More likely to detect illusion


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


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, not standardly equipped.  
      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, 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:
Often worn with amulets 1 and 2
      1. Ability to understand all spoken language
 
To activate:
 
1. Ability to understand all spoken language


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. Bow reuses whatever type of arrow 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. 20% improved hit chance
 
2. 20% .5 second stun




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




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. 20% armor penetration
 
2. 20% .5 second stun
 
Other:
 
Portable hole or handy haversack enchantment on a belt pouch.

Revision as of 02:03, 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)

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)--------------------------------------------------------

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.