Armor Enchantments

Armor enchantments change how a unit takes damage and holds ground — reflection, absorption, regeneration, zone enhancements, conditional stats, and ally-protection effects. As always, each benefit is balanced by a drawback.

EnchantmentEffect
AdaptiveEach hit: +2 to the matching DEF/MR, -2 to the other (cap +/-8); commit only
AnchoredIgnore the first forced movement each round (UNMOVABLE), -1 MP
CleansingTurn end: the longest debuff loses 1 turn; buffs last 1 turn less
Evasive-15% damage from 4+ hexes, +10% at 2 hexes or closer
Expanded Reach+1 engaged zone radius (challenged unchanged), -1 MP
Last StandATK/DEF/MAG/MR x1.3 at <30% HP, x0.9 at >70% HP
Protective BarrierAdjacent allies take 30% less from enemies; holder takes it
RegenerationHeal 5% max HP at turn start, -10% max HP
Spell AbsorptionHeal 20% of magic damage taken, +20% physical damage taken