Uniform Enchantments

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SOIP Uniform enchantments, standard issue. 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 dress uniform that is physical (can be seen through with "I disbelieve").

Amulet 2:    To activate: Active on Equip

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

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-

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

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

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

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 and hood are one piece, not usually 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:    Cowl. Can attach to cloak or uniform. Works when up or down.    To activate:       1. Ability to understand all spoken language

Back Slot:

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

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