Magic Armor Abilities (Dragonstar)

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This page describes abilities for magic armor. The list is by no means complete, but is intended to be a useful guide for players who wish to upgrade their character's equipment. Shield-only abilities are not listed.

Ability Reference Note Cost Bonus
Adaptaion DaS Armor provides air bubble, works underwater and in vacuum. +13,500 -
Called DoF Don armor or shield as standard action. - +1
Elemental resistance (1) DMG (Element) resistance 10. +18,000 -
Element resistance, improved (1) DMG (Element) resistance 20. +42,000 -
Element resistance, greater (1) DMG (Element) resistance 30. +66,000 -
Fortification, light DMG Negate critical 25% - +1
Fortification, moderate DMG Negate critical 75% - +3
Fortification, heavy DMG Negate critical 100% - +5
Ghost touch DMG Armor and enhancement bonus counts against incorporeal attacks. - +3
Invulnerability DMG Gives damage reduction 5/magic - +3
Nimbleness MF Increase Dex max by +2. Reduce armor penalty by 1. - +1
Sacred AEG Add +2 to effective turning level. - +2
Shadow DMG Competence bonus of +5 to Hide checks +3,750 -
Shadow, improved DMG Competence bonus of +10 to Hide checks +15,000 -
Shadow, greater DMG Competence bonus of +15 to Hide checks +33,750 -
Silent moves DMG Competence bonus of +5 to Move Silently checks +3,750 -
Silent moves, improved DMG Competence bonus of +10 to Move Silently checks +15,000 -
Silent moves, greater DMG Competence bonus of +15 to Move Silently checks +33,750 -
Slick DMG Competence bonus of +5 to Escape Artist checks +3,750 -
Slick, improved DMG Competence bonus of +10 to Escape Artist checks +15,000 -
Slick, greater DMG Competence bonus of +15 to Escape Artist checks +33,750 -
Spell resistance DMG Spell resistance 13 - +2
Spell resistance DMG Spell resistance 15 - +3
Spell resistance DMG Spell resistance 17 - +4
Spell resistance DMG Spell resistance 19 - +5
Weightless moves GG Competence bonus of +5 to Freefall checks +3,750 -
Weightless moves, improved GG Competence bonus of +10 to Freefall checks +15,000 -
Weightless moves, greater GG Competence bonus of +15 to Freefall checks +33,750 -

Requirements

A suit of armor must be masterwork in order to be enchanted. If it has at least +1 enhancement, it can have other abiliites as well.

Cost

Abilities have either a fixed cost or a magic bonus equivalent. Total cost is 1000*bonus^2 plus fixed cost enhancements.

Example: The cost for enchanting a suit of armor to +1 slick of nimbleness is 1000*(1+1)^2+3750 = 7750.

Note that a suit or armor must have an enhancement bonus of least +1 before it can be enchanted further.


(1) Elemental resistance

This ability is purchased separately for each element. Applicable elements are acid, cold, fire, radiation and sonic.


Magic Guide

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