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.
| Enchantment | Effect |
|---|---|
| Adaptive | Each hit: +2 to the matching DEF/MR, -2 to the other (cap +/-8); commit only |
| Anchored | Ignore the first forced movement each round (UNMOVABLE), -1 MP |
| Cleansing | Turn 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 Stand | ATK/DEF/MAG/MR x1.3 at <30% HP, x0.9 at >70% HP |
| Protective Barrier | Adjacent allies take 30% less from enemies; holder takes it |
| Regeneration | Heal 5% max HP at turn start, -10% max HP |
| Spell Absorption | Heal 20% of magic damage taken, +20% physical damage taken |