Armors, Enchanted:

Enchanted Armors are not only spell-bound to help aid the wearer against attacks, but hold one or more enchantments to aid the wearer.

 

Each Class point will lower the roll needed to turn Acid, Blunt, Cold, Electricity, Fire, Needle and sharp attacks by 2, but never better than a 30+ to turn. Some armoring will naturally be lower than this (that is okay).

 

 

Note:

Enchanted armor will natually heal 2 points x its class per hour, and does NOT have to be exposed to direct sunlight.

 

Value: 2 White-Gold X the armor's Class + the value of the armor and enchantments.