Uniform Enchantments: Difference between revisions

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==== <br>Rings: ====
==== <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:
 
     Ring 1 (1 Enchantment):


     To activate: Active on equip       
     To activate: Active on equip       
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     1. Invisibility
     1. Invisibility


     Ring 2 (1 Enchantment):
     Ring 2:


     To activate: Active on equip      
     To activate: Active on equip      
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     1. User remains alert for 48 hours. Reuse is 1 week.
     1. User remains alert for 48 hours. Reuse is 1 week.


     Ring 3 (1 Enchantment):
     Ring 3:


     To activate: Active on equip      
     To activate: Active on equip      
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     1. 20% Haste
     1. 20% Haste


     Ring 4 (1 Enchantment):
     Ring 4:


     To activate: Active on equip      
     To activate: Active on equip      
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To activate: Active on equip     
To activate: Active on equip     


1. 100% protection against disarm
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):
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To activate: Active on equip     
To activate: Active on equip     


1. 10% stamina increase
1. Senses increased by 30%


Legs:
Legs:
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To activate: Active on equip     
To activate: Active on equip     


1. 25% More likely to detect illusion
1. 50% chance to hit incorporeal creatures.


Boots:
Boots:
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To activate: Active on equip     
To activate: Active on equip     


1. 25% further jump distance
1. 25% further jump distance. 50% runspeed.


Boots 2:
Boots 2:
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Head 1:  
Head 1:  


Mask hood and cloak are one piece, not standardly equipped.  
Mask hood and cloak are one piece.  


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 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:
To activate:


1. Ability to understand all spoken language
1. Telepathy


==== Weapon (2 Enchantments): ====
==== Weapon (2 Enchantments): ====
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To activate: Active on equip
To activate: Active on equip


1. Bow reuses whatever type of arrow was last used so a quiver is not required.
1. Hand crossbow reuses whatever type of bolt was last used so a quiver is not required.


2. 20% range increase
2. 20% range increase
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To activate: Active on equip
To activate: Active on equip


1. 20% improved hit chance
1. Armor piercing
 
2. 20% .5 second stun




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To activate: Active on equip
To activate: Active on equip


1. 20% armor penetration
1. Armor piercing
 
2. 20% .5 second stun




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To activate: Active on equip
To activate: Active on equip


1. 20% armor penetration
1. Armor piercing
 
2. 20% .5 second stun


==== Other: ====
==== Other: ====
Portable hole or handy haversack enchantment on a belt pouch.
Portable hole or handy haversack enchantment on a belt pouch.

Revision as of 02:55, 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)

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

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)

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% 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.