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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