Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| equipment:armornshields:armorenchantments [2026/08/18 23:37] – vondor | equipment:armornshields:armorenchantments [2026/08/18 23:57] (current) – [Name ()] vondor | ||
|---|---|---|---|
| Line 5: | Line 5: | ||
| Shields gain an additional Parry per Enchantment bonus. | Shields gain an additional Parry per Enchantment bonus. | ||
| - | Armor gains 5 additional AP per Enchantment Bonus, and Masterwork may not add AP. | + | Armor gains 5 additional AP per Enchantment Bonus, and Masterwork may not add AP. Every 2 enchantment bonus improves armor' |
| Below are the TU values of magical Armor and Shields during [[: | Below are the TU values of magical Armor and Shields during [[: | ||
| Line 21: | Line 21: | ||
| | +9 Armor/ | | +9 Armor/ | ||
| | +10 Armor/ | | +10 Armor/ | ||
| + | |||
| + | ===== Unique Magical Effects ===== | ||
| + | |||
| + | ==== Sealed (150 TU) ==== | ||
| + | |||
| + | The armor is sealed from the outside environment making the user immune to most non-magical environmental effects, such as airborne toxins, water, extreme heat, extreme cold, vacuums, deep sea pressure, radiation and most disease. This effect lasts for up to 10 before the seal must be broken and refilled with safe environment. Instead an Air Rune (1 TU) can be added to the suit to restore or " | ||
| + | |||
| + | Can only be added to Full armor. | ||
| + | |||
| + | ==== Adhesive (100 TU) ==== | ||
| + | |||
| + | The armor' | ||
| + | |||
| + | ==== Bastion (+2) ==== | ||
| + | |||
| + | The wielder is incredibly resistant to mind-effecting abilities in this armor. Whenever the wear fails a Will saving throw against a mind effecting spell the armor the armor suppresses the effect for a number of rounds equal to the Enhancement Bonus | ||
| + | |||
| + | ==== Bloodthirsty (+2) ==== | ||
| + | |||
| + | Whenever the wearer inflicts HP damage in melee combat they restore their HD in Armor Points. Whenever they inflict Wounds damage in melee combat they restore twice their HD in Armor Points. This can not exceed maximum armor points. | ||
| + | |||
| + | ==== Name () ==== | ||
| + | |||
| + | TEXT | ||
