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
Adaptive+10% resistance to damage type received, -10% to opposite type (±50% cap)
AnchoredImmune to forced movement, -2 MP
BloodlustHeal 30% max HP on kill, take 5% of adjacent ally damage
CleansingRemove 1 turn from random effect at round end, 50% affects buffs
Evasive-5% to -30% damage from 4-9+ hexes, +10% at ≤2 hexes
Expanded Reach+1 zone radius, -1 MP
GuardianAdjacent allies -20% damage, self +10% damage
Guardian AuraAllies in zone -10% damage, self +5% per ally
Intensified GripEngaged ×3, Challenged ×5, enemies in zone +5% damage
Last Stand+30% stats at <30% HP, -10% stats at >70% HP
Lightweight+2 MP, +10% damage taken
Protective BarrierRedirect 30% adjacent ally damage to self
RegenerationHeal 8 HP per turn, -10% max HP
Spell AbsorptionHeal 20% of magic damage taken, +20% physical damage taken
Swift Footed-1 MP start, +1 MP per kill
ThornsReflect 25% damage to attackers ≤2 hexes, +10% damage taken
WardedNegate first status effect per battle, -15% all resistances