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Magical Armor
Armor and Shields may gain increased defensive bonuses through Enchantment, up to +10 . Armor and Shields may also be Masterworked, but keep in mind that Masterwork bonuses and Enchantment bonuses do not stack. Due to this, many adventurers Enchant their defensive items for greater bonuses, and Masterwork them to ease the Armor Check Penalty, or to raise the maximum Dexterity allowed by the armor.
Shields gain an additional Parry per Enchantment bonus.
Armor gains 5 additional AP per Enchantment Bonus, and Masterwork may not add AP. Every 2 enchantment bonus improves armor's DR by 1
Below are the TU values of magical Armor and Shields during Character Creation. As with other purchases, procuring magical equipment in-game is often significantly more expensive - spend wisely!
| Armor or Shield Enchantment Tier | TU Value |
|---|---|
| +1 Armor/Shield | 20 |
| +2 Armor/Shield | 80 |
| +3 Armor/Shield | 180 |
| +4 Armor/Shield | 320 |
| +5 Armor/Shield | 500 |
| +6 Armor/Shield | 720 |
| +7 Armor/Shield | 980 |
| +8 Armor/Shield | 1,280 |
| +9 Armor/Shield | 1,620 |
| +10 Armor/Shield | 2,000 |
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 “bank” ten more minutes. The seal also breaks if the suit loses all AP. Regardless the suit provides a +5 on all saves versus the above environments.
Can only be added to Full armor.
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