An armor quality, sometimes called an armor special ability, was the name of an enchantment that could be placed on a piece of armor. Pieces of armor enchanted in such a way usually made them more resistant to certain types of damage, enhanced the wearer's abilities, or allowed them to hide or creep easier.[1]
Enchantment[]
In order to enchant an existing piece of equipment, a versed enchanter had to use a powerful spell during the process. However, not all pieces of armor could be enchanted. Some specific enchantments were limited to the type of material the armor was made from.[1]
List of Armor Qualities[]
For an extensive list, see Category:Armor qualities
Any Armor[]
- Negative energy protection: made the wearer more resistant to attacks associated with energy from the Negative Material plane.
- Nimbleness: made the armor less restrictive, and reduced its weight.
- Proof against transmutation: made it so the wearer's form could not be changed (polymorphed or petrified).
- Magic eating: gave the wearer a degree of resistance to magic.
Metal Armor[]
- Blueshine: gave the armor immunity to acid and rusting, and allowed the wearer to hide more efficiently.
- Everbright: made the armor incredibly bright, as well as providing the wielder with resistance to acid.
Appendix[]
References[]
- ↑ 1.0 1.1 Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), pp. 136–145. ISBN 0-7869-1964-7.