Regalia: Difference between revisions

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==Templates==
==Templates==
*Conjured armor is of the form <quality> crystal <template>.
*Conjured armor is of the form <quality> crystal <template>.
*Quality and tier are determined by the armorsmithing and carving techniques known as well as while under the effects of [[Enrichment]].
*Quality and tier are determined at the time of creation by the armorsmithing and carving techniques known as well as when created under the effects of [[Enrichment]]. Armor created under Enrichment's effect does not lose the tier bonus when Enrichment wears off.
*The templates are all standard crafting templates aside from the weight which is significantly lighter and further reduced by casting the spell with more mana.
*The templates are all standard crafting templates aside from the weight which is significantly lighter and further reduced by casting the spell with more mana.


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| faceted || tier 4 || Knowing the appropriate crafting technique || player crafted steel
| faceted || tier 4 || Knowing the appropriate crafting technique || player crafted steel
|-
|-
| ??? || tier 4 || While under the effects of [[Enrichment]] without knowing the appropriate crafting technique || player crafted steel
| faceted || tier 4 || Created under the effects of [[Enrichment]] without knowing the appropriate crafting technique || player crafted steel
|-
|-
| ??? || tier 5 || Knowing the appropriate crafting technique while under the effects of [[Enrichment]] || player crafted rare metal
| resplendent || tier 5 || Knowing the appropriate crafting technique when created under the effects of [[Enrichment]] || player crafted rare metal
|-
|-
|}
|}

Revision as of 08:00, 4 September 2021


Trader thumb.jpgTrader Guild


Regalia
Abbreviation: REGA
Prerequisites: Trabe Chalice
Signature: No
Spell Slots: 2
Mana Type: Lunar Magic
Spell Type: battle / utility
Difficulty: intermediate
Prep (min/max): 15 / 100
Skill Range (min/max): 80 / 800
Valid Spell Target: Self
Duration (min/max): 11 minutes / 40 minutes
Justice: Unknown
Corruption: Unknown
Description: Showcasing the sturdiness and versatility of Trabe crystal, Regalia ensconces its caster in glittering armor, provided they are not already protected as such. The caster's defensive skill and predilections will determine which type of armor the spell manifests, while knowledge of the corresponding crafting techniques allows for the creation of even stronger pieces. As with most Fabrication spells, Regalia requires direct starlight, bright moonlight, or an infusion of aura to properly function.
Effect: Creates crystal armor
Example Messaging: Cupping your palms skyward, you bask in a cascade of moonlight.

The moonlight coalesces into a rough-cut crystal chain balaclava atop your head!
The moonlight coalesces into some rough-cut crystal chain gloves around your hands!
The moonlight coalesces into a rough-cut crystal chain hauberk around your body!
Roundtime: 2 sec.

Devices/Tattoos: No devices or tattoos documented.
  • Requires unobscured starlight, an unobscured bright moon (Xibar or Yavash), or Starlight Aura.
  • Additional mana adds duration and reduces weight.
  • Can be refreshed fully at no starlight aura cost.
  • Cannot be dispelled.
  • RELEASING the spell will destroy all summoned armor at once.
  • You can REMOVE individual pieces to destroy specific armor pieces without affecting the rest of them.
  • Warning messages occur starting at 2 minutes from expiration.
Your carapace hauberk glimmers weakly.
  • The armor type defaults to your highest armor skill. The armor type can be specified (light, chain, brigandine, plate) if you know the Bespoke Regalia metaspell.
  • The spell defaults to covering all body parts. Narrower regions or specific body parts can be specified instead if you know the Bespoke Regalia metaspell.
  • Specifying a single body part (cap, neck, eyes, waist, hands, legs) will only create armor for that specific body part if possible.
  • Specifying one of the possible regions (head, body, shirt, torso, arms) will attempt to fill that region with a single piece of armor. The default cast does this as well, but for 3 pieces of armor covering the head region, body region and the hands. If a single piece of armor can't be created due to the region being partially filled with other armor then the spell will fill smaller body parts as per the list below, continuing until all of the appropriate body parts are filled. E.g. if you're wearing a tasset but use CAST BODY which normally creates a hauberk it will instead create arms, legs, and chest/back torso pieces.
CAST - head, body, hands
CAST HEAD - head, eyes and neck (use CAST CAP if you want to cover only the head)
CAST BODY - torso, arms and legs
CAST SHIRT - torso and arms
CAST TORSO - chest/back/abdomen OR chest/back and abdomen (light, chain, brigandine only) OR chest, back and abdomen (plate only). This will always create the first option if possible.
CAST ARMS - arms and hands
  • It is not possible to specify chest/back, chest-only or back-only coverage even though the spell can create carapace, chain and scale vests and plate breastplates and backplates. The only way to create these pieces is to use either CAST or CAST {body|shirt|torso} while wearing an armor piece on your waist.
  • Likewise, it is not possible to specify arm-only coverage even though the spell can create vambraces. The only way to create vambraces is to use either CAST or CAST {body|shirt|arms} while wearing an armor piece on your hands.
  • One oddity is that the CAST BODY and SHIRT options normally create a hauberk, shirt or half plate which do not have hand coverage, but if these cannot be created it will attempt to make sleeves which do cover the hands.
  • If removing either the plate breastplate or backplate in order to switch armor types via the spell then make sure to remove both of them. Because the other armor types do not have chest-only or back-only coverage options, leaving one of them on will result in the other location being exposed.
  • Light armor created by this spell can be enhanced by knowing the appropriate bone armor carving technique. Chain, Brigandine and Plate armor use the appropriate armorsmithing technique instead. See the chart below for which techniques you need for specific pieces.
  • It takes 12 armorsmithing techniques and 4 carving techniques to be able to fully upgrade all possible pieces of armor created by this spell. If you only want to use a specific combination of armor pieces you will likely require fewer techniques than this, so having all of them is only necessary for flexibility.
  • While Enrichment is active, Regalia will gain +1 tier to armor quality.
  • The caster must be free of armor, whether mundane or summoned, in the area to be covered or it will fail with the following message. Note that the spell will fill in available spaces with appropriate armor pieces if the desired armor was only partially covered, so the only time it will completely fail is if there are no available spots to fill at all. Even then it will still successfully refresh the duration if the spell was already in effect.
Rebuffed by your existing clothing and armor, the liquid light finds no purchase for taking physical form.

Templates

  • Conjured armor is of the form <quality> crystal <template>.
  • Quality and tier are determined at the time of creation by the armorsmithing and carving techniques known as well as when created under the effects of Enrichment. Armor created under Enrichment's effect does not lose the tier bonus when Enrichment wears off.
  • The templates are all standard crafting templates aside from the weight which is significantly lighter and further reduced by casting the spell with more mana.
quality requirement rough equivalency
rough-cut tier 3 --- average storebought
faceted tier 4 Knowing the appropriate crafting technique player crafted steel
faceted tier 4 Created under the effects of Enrichment without knowing the appropriate crafting technique player crafted steel
resplendent tier 5 Knowing the appropriate crafting technique when created under the effects of Enrichment player crafted rare metal

Light Armor

Protection

Physical
Resist
Dur Mod Punct
Prot
Punct
Abs
Slice
Prot
Slice
Abs
Impact
Prot
Impact
Abs
Fire
Prot
Fire
Abs
Cold
Prot
Cold
Abs
Elect
Prot
Elect
Abs
Construction Density  
30 40 08- v.high 06- mod 08- v.high 07- good 08- v.high 05- fair 04- mod 03- low 04- mod 03- low 03- fair 02- poor ??
30 40 08- v.high 06- mod 08- v.high 07- good 08- v.high 05- fair 05- good 04- s.fair 05- good 04- s.fair 03- fair 02- poor ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Coverage and Hindrance

Cast option Armor Coverage Carving Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Head carapace balaclava head, eyes, neck Extremity Bone Armor Design 03-light 01-insignificant 26
Cap carapace cap head Extremity Bone Armor Design 01-insignificant 01-insignificant 17
Eyes carapace mask eyes Accesory Bone Armor Design 01-insignificant 00-no 6
Neck carapace aventail neck Accessory Bone Armor Design 01-insignificant 01-insignificant 8
Cast option Armor Coverage Carving Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Body carapace hauberk chest, back, abdomen, arms, legs Complete Bone Armor Design 09-high 05-fair 127
Shirt carapace coat chest, back, abdomen, arms Complete Bone Armor Design 09-high 03-light 101
Torso carapace tabard chest, back, abdomen Torso Bone Armor Design 05-fair 03-light 66
--- carapace vest chest, back Torso Bone Armor Design 05-fair 01-insignificant 44
Waist carapace tasset abdomen Torso Bone Armor Design 03-light 01-insignificant 22
Cast option Armor Coverage Carving Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Arms carapace sleeves arms, hands Extremity Bone Armor Design 05-fair 01-insignificant 46
--- carapace vambraces arms Extremity Bone Armor Design 05-fair 01-insignificant 35
Hands carapace gloves hands Accessory Bone Armor Design 03-light 01-insignificant 11
Legs carapace greaves legs Extremity Bone Armor Design 03-light 01-insignificant 26

Chain Armor

Protection

Physical
Resist
Dur Mod Punct
Prot
Punct
Abs
Slice
Prot
Slice
Abs
Impact
Prot
Impact
Abs
Fire
Prot
Fire
Abs
Cold
Prot
Cold
Abs
Elect
Prot
Elect
Abs
Construction Density  
04- mod 10- v.high 05- good 10- v.high 04- mod 10- v.high 03- fair 06- mod 03- fair 06- mod 01- poor 03- low ??
05- good 11- great 05- good 11- great 05- good 11- great 03- fair 06- mod 03- fair 06- mod 02- low 04- s.fair ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Coverage and Hindrance

Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Head chain balaclava head, eyes, neck Extremity Chain Armor Design 01-insignificant 01-insignificant 55
Cap chain cap head Extremity Chain Armor Design 01-insignificant 01-insignificant 27
Eyes chain mask eyes Accesory Chain Armor Design 01-insignificant 01-insignificant 11
Neck chain aventail neck Accessory Chain Armor Design 01-insignificant 01-insignificant 16
Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Body chain hauberk chest, back, abdomen, arms, legs Complete Chain Armor Design 09-high 07-moderate 220
Shirt chain shirt chest, back, abdomen, arms Complete Chain Armor Design 07-moderate 05-fair 137
Torso chain lorica chest, back, abdomen Torso Chain Armor Design 5-fair 5-fair 82
--- chain vest chest, back Torso Chain Armor Design 05-fair 03-light 55
Waist chain tasset abdomen Torso Chain Armor Design 03-light 01-insignificant 27
Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Arms chain sleeves arms, hands Extremity Chain Armor Design 05-fair 03-light 71
--- chain vambraces arms Extremity Chain Armor Design 05-fair 01-insignificant 55
Hands chain gloves hands Accessory Chain Armor Design 01-insignificant 01-insignificant 22
Legs chain greaves legs Extremity Chain Armor Design 03-light 03-light 41

Brigandine Armor

Protection

Physical
Resist
Dur Mod Punct
Prot
Punct
Abs
Slice
Prot
Slice
Abs
Impact
Prot
Impact
Abs
Fire
Prot
Fire
Abs
Cold
Prot
Cold
Abs
Elect
Prot
Elect
Abs
Construction Density  
06- v.good 11- great 05- good 11- great 05- good 11- great 03- fair 06- mod 03- fair 06- mod 02- low 04- s.fair ??
06- v.good 11- great 05- good 11- great 05- good 11- great 04- mod 07- good 04- mod 07- good 02- low 04- s.fair ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Coverage and Hindrance

Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Head scale balaclava head, eyes, neck Extremity Brigandine Armor Design 03-light 05-fair 71
Cap scale cap head Extremity Brigandine Armor Design 01-insignificant 03-light 33
Eyes scale mask eyes Accesory Brigandine Armor Design 01-insignificant 01-insignificant 13
Neck scale aventail neck Accessory Brigandine Armor Design 01-insignificant 01-insignificant 24
Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Body scale hauberk chest, back, abdomen, arms, legs Complete Brigandine Armor Design 09-high 14-overwhelming 220
Shirt scale shirt chest, back, abdomen, arms Complete Brigandine Armor Design 07-moderate 09-hight 154
Torso scale lorica chest, back, abdomen Torso Brigandine Armor Design 05-fair 07-moderate 93
--- scale vest chest, back Torso Brigandine Armor Design 05-fair 07-moderate 66
Waist scale tasset abdomen Torso Brigandine Armor Design 03-light 03-light 27
Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Arms scale sleeves arms, hands Extremity Brigandine Armor Design 05-fair 05-fair 82
--- scale vambraces arms Extremity Brigandine Armor Design 05-fair 05-fair 60
Hands scale gloves hands Accessory Brigandine Armor Design 01-insignificant 01-insignificant 22
Legs scale greaves legs Extremity Brigandine Armor Design 03-light 05-fair 41

Plate Armor

Protection

Physical
Resist
Dur Mod Punct
Prot
Punct
Abs
Slice
Prot
Slice
Abs
Impact
Prot
Impact
Abs
Fire
Prot
Fire
Abs
Cold
Prot
Cold
Abs
Elect
Prot
Elect
Abs
Construction Density  
07- high 12- v.great 08- v.high 12- v.great 05- good 12- v.great 04- mod 07- good 04- mod 07- good 02- low 04- s.fair ??
07- high 12- v.great 08- v.high 12- v.great 05- good 12- v.great 04- mod 07- good 04- mod 07- good 02- low 05- fair ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Coverage and Hindrance

Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Head sallet head, eyes, neck Extremity Plate Armor Design 05-fair 05-fair 96
Cap dome helm head Extremity Plate Armor Design 01-insignificant 03-light 44
Eyes plate mask eyes Accesory Plate Armor Design 01-insignificant 01-insignificant 19
Neck plate aventail neck Accessory Plate Armor Design 03-light 03-light 33
Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Body full plate chest, back, abdomen, arms, legs Complete Plate Armor Design 11-great 15-insane 275
Shirt half plate chest, back, abdomen, arms Complete Plate Armor Design 09-high 14-overwhelming 178
Torso plate cuirass chest, back, abdomen Torso Plate Armor Design 07-moderate 11-great 107
--- plate breastplate chest Torso Plate Armor Design 03-light 05-fair 44
--- plate backplate back Torso Plate Armor Design 03-light 05-fair 27
Waist plate fauld abdomen Torso Plate Armor Design 03-light 05-fair 35
Cast option Armor Coverage Armorsmithing Technique Maneuver Hindrance Stealth Hindrance Min Weight Max Weight
Arms plate sleeves arms, hands Extremity Plate Armor Design 07-moderate 07-moderate 107
--- plate vambraces arms Extremity Plate Armor Design 05-fair 05-fair 71
Hands plate gauntlets hands Accessory Plate Armor Design 03-light 03-light 35
Legs plate greaves legs Extremity Plate Armor Design 05-fair 07-moderate 55

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