SOIP Standard Equipment Item in Relune | World Anvil
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SOIP Standard Equipment

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, unit 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 sheilding 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% pertection 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 peice, not standardly equipped. To activate: Keywords 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).   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       Thrown items are not enchanted.

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