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 | +10% resistance to damage type received, -10% to opposite type (±50% cap) |
| Anchored | Immune to forced movement, -2 MP |
| Bloodlust | Heal 30% max HP on kill, take 5% of adjacent ally damage |
| Cleansing | Remove 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 |
| Guardian | Adjacent allies -20% damage, self +10% damage |
| Guardian Aura | Allies in zone -10% damage, self +5% per ally |
| Intensified Grip | Engaged ×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 Barrier | Redirect 30% adjacent ally damage to self |
| Regeneration | Heal 8 HP per turn, -10% max HP |
| Spell Absorption | Heal 20% of magic damage taken, +20% physical damage taken |
| Swift Footed | -1 MP start, +1 MP per kill |
| Thorns | Reflect 25% damage to attackers ≤2 hexes, +10% damage taken |
| Warded | Negate first status effect per battle, -15% all resistances |