Enchanted Armor (Humanoid):

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Arial's Silvermesh:

 

Healer only

Fine silver chain armor ((Krannik-steel DPs).

1. Emdiate healing

2. Elixir (1/fornight)

3. +5 to prayers

4. 91% protection from aging

5. Weight: 5 lbs.

6. +3-D20 +9 spell-points

7. Blessed (descretion of the GM)

 

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Armor of the Living:

 

By donning this armor, any wound that would destroy the function of the body will be sustained with functionability (not life) and will be degenerate. Usable: 1 / Moon (30 days).

 

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Ashen:

 

Blackened armor that absorbs the touch of corrosive element, spell and abilities. Noxious Gas and Xenon Resistance 10-30% damage reduction.

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Bantam:

 

Works as the potion, "Bantam".

Usable: 1 / Fortnight (14 days).

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Barbed:

 

This will be a random set of armor that will return damage of 1-D4 to 1-D20 to all successful attackers.

 

Usable: 1 / week hours (7 days).

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Crystal Legacy:

 

Clear as glass.

 

1. Turns electricity/acid 30-60% of the time.
2. Wearer is guided into legend by the power of armor is wearer heeds the promptings it gives.
3. 10-30% Magic and Spiritual-resistance.
4. Regenerative Healing 3/moon.
5. Brilliance 1/moon (roll initiative with flash or: -10-40 to strike.

 

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Dominions:

 

Fearless is he or she who wears this armor, except death itself is encountered.

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Dremminions:

 

10-80% resistance to all plant-based abilities and attacks. This armor is fashioned from carved pieces of random styled armor.

 

Example:

Dremminnions Scale:
70% resistance to plant-based abilities. This armor is fashioned from carved scales of an unknown creature. Treate the armor as Scale-hide leather armor for damage-points and krakkin-steel scale for special abilities... keep the leather abilities, if they are better than the krakkin-steel scale. nice armor
.

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Dragonbone:

 

Excellent abilities vs. concussion. Turns blunt and sharp weapon-strikes well.

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Dragonspine:

 

Returns damage taken back on attackers when you are successfully struck.

The amount of damage is: 1-D4 to 1-D20.

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Dryad's Veil:

 

C-1 to C-30, DAMAGE-REDUCTION: 1-40, Veil itself has 3-D100 (best of 2 rolls) Modification Points with which you can build up the Veil’s power. The Veil will have 1-D6 spell-points X the level of the wearer (it will also have the same Ability Points).

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Earthen:

 

As Shank-Steel Plate, and reflects earthen-based abilities and attacks superbly.

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Earthen Mantle:

 

Dwarf only.

1. +3-D10 Constitution

2. +1-D20 Strength

3. +3-D20 weapon damage for 1-D4+1 turns

4. Earthen Protection: Earthen creature types do effect the wearer 50% (rounded down).

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Element:

 

Air, Earth, Fire and Water abilities.

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Elemental:

 

Acid, Air, earth, fire and water construction. Each has an ability, or abilities (defensive, helpful, and offensive).

 

This armor is actually constructed of the elements of air (solid air, solid fire, etc.).

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Emperion's:

 

Concentrate on taking the blows for another, and this armor will sustain damages instead of the one being hit. Great armor for a Guardian.

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Etched:

 

Banded, splinted, or plate armor only.

Roll up one animal, monster, or fiend in the books (random region and setting). That creature will have absolutely NO power over the wearer directly.

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Feathered Scale:

 

This armor is permanently enchanted to fall like a simple feather. Of course anyone wearing this armor will benefit from such a slow fall by not impacting the ground. This enchantment is always in effect.

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Flesh:

 

This armor is soft as flesh, yet durable as the random armor rolled up. When wounded in the flesh, Flesh Armor will transfer its own D.P. to the wearer, actually healing him or her in the same turn (it is instant). If damage-points receded to less than 1 point left in any area, that section of the armor will be destroyed (killed). The wearer can refuse to accept the healing effects the armor to keep this from happening.

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Glacier:

 

Damage-points are as Krannik-steel plate, high resistance to ice spells and effects, bonus to strength, concussion.

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Glyphed:

 

Glyphed Armor will have one, or more, of the following enchantments:

 

+1-D6 Movement

+4-D6 Defense

+4-D6 Offense

+ 3-D6 to any skill used that requires a % roll.

+ 1-D6+1 Damage-Reduction to all forms of physical damage.

+ 1-D6 random languages.

 

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Granik`Ur:

 

Plate, Splinted and Banded only.

Plate: Turns weapons, Dam. Res., Break attackers weapon.
Splinted: Turns Earth and Rock-type spells, Earth and Rock creatures.
Banded: If wielder’s blood drips to the ground it will cause random animated blood creatures to animate and attack and defend wearer
.

 

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Growth:

 

Works as the potion, "Growth".

Usable: 1 / Fortnight (14 days).

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Hatha's Plague:

 

Armor is tainted w/l#1-3 sickness or disease. Wearer is immune.

 

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Ice:


Plate that reflects fire-based abilities and attacks superbly.

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Ivory:

 

Magic-reflective (10 to 30%).

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Jagged Plate:

 

Causes damage to those who engage in battle, or physical contact, with the wearer. This is an enchanted effect, so an avoidance-roll vs. "Enchantment" will negate this retibutive damage.

 

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Jester's:

 

Tunic, Leggings, Arms, Gloves, Mask, Hat and Boots. Each have different powers and abilities.

 

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King Shakken's Grip:

 

If wearer is struck = % chance for armor to cause temp. Paralysis on attacker.

 

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Lizard Scale:

 

Wearer needs 10% of the normal water needed per day.

Scale abilities, yet can be worn over and under any set of armor.

 

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Mystic's:

 

50/50 chance of physical attack passing through.

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Phase:

 

Walk through solid objects.

 

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Protecting Magics:

 

Random spells that will aid wearer if battle begins (41+ per turn to activate power upon foe or for wearer).

 

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Regeneration:

 

Common regeneration to better, and then legendary (from the dead (Darkul).

 

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Rune:

 

This armor has runes on its surface, and can be used as the Rune Bow.

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Scaleworm Plate:

 

As Krannik-steel plate armor with the added special abilities of borgus leather.

 

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Silken:

 

Fine as silk, hard as some of the ancient plate armors which only the master craftsmen may now craft.

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Soul`Armor:

 

Spirit and flesh armor are placed into a Combine Cauldron to create Soul`Armor. It then becomes a living soul with abilities which it can share with its wearer. This armor is sentient with a gender presence.

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Spirit:

 

Put on Spirit Armor over another armor of the exact make (i.e., plate over plate, chain over chain, etc.). Spirit Armor will absorb all spiritually damaging effects, rather than pass through. This armor takes the wearer into the Spirit Plane (The Ever`Dark) 1 / 72 hours.

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Steel Corpse:

 

Necromancter only.

Armor is an unliving entity, aids the necromancer with its abilities:

 

1. +1-D12 +1 x2 spell-points

2. +1-D10 Mental-Strength

3. Armor's DPs area an necromancers

4. 1-D6 +2 random spells

5. Entity - Vampire, Living Zombie, or other undead inhabits the armor

 

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Sunstar:

 

Protects wearer from the effects of desert-like habitations. 25% Fire-Immunity.

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Sunstone`Krysalic:

 

Concussion Protection (5%-30%), Blinding-Light Protection (5%-30%).

 

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Thieven Leather:

 

Each piece has the following:

Helm: sixth sense

Neck: anti-surprise

Chest: fear-resistance

Abdomen: bravery

Hip: combat

Back: strength

Arms: small storing devices

Hands: dexterity and anti-fumble

Feet: coordination and anti-fall

 

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Tortoise Shell Plate:

 

No DPs but turns all manner of weapons and attacks well.

 

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Water:

 

No DPs, yet fully reflects fire-based abilities and attacks.

 

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Wayfarer's Cloth:

 

Random steel alloyed cloth, as strong as steel skin armor with all the special abilities. Wayfarer's Cloth appears and feels like common peasant clothing, yet it is in fact a random alloy of skin armor.