Home > Rulebook > Equipment > Magi-Tech & Legendary Items > Enchantments > Adaptive
Enchantment, Chromatic

Adaptive items change their colour based on the damage that they received, being a very chromatic enchantment with various flows that change based on the damage type.

Rank 1 – Minor

Crafting Recipe: Modify (Power), Malleable 1 Material (2kg), Paper, 500 MP.
MP Cost/Day: 10 Properties: – Cost: C$1

Minor Adapting – The enchanted weapon receives a +25% bonus to damage against creatures that are resistant to it’s damage type, If armour is enchanted, the wearer receives a +25% Damage Reduction against the most recent damage that was dealt to the wearer. Objects also receive this benefit.

Rank 2 – Moderate

Crafting Recipe: Greater Modify (Power), Malleable 3 Material (4kg), Scroll, 1,000 MP.
MP Cost/Day: 30 Properties: – Cost: C$5

Moderate Adapting – The enchanted weapon receives a +50% bonus to damage against creatures that are resistant to it’s damage type, If armour is enchanted, the wearer receives Resistance against the most recent damage that was dealt to the wearer. Objects also receive this benefit
Damage Adaption – If the item deals damage and the target is immune to the damage, or if they receive damage and they are vulnerable to the damage, the damage is converted to another damage type (GM’s discretion)

Rank 3 – Major

Crafting Recipe: Augmentation (Power), Malleable 5 Material (6kg), Book, 2,000 MP.
MP Cost/Day: 50 Properties: – Cost: C$10

Major Adapting – The enchanted weapon receives a +75% bonus to damage against creatures that are resistant to it’s damage type, If armour is enchanted, the wearer receives Immunity against the most recent damage and resistance against the second most recent damage that was dealt to the wearer. Objects also receive this benefit.
Damage Swapping – If the item deals damage and the target is immune to the damage, or if they receive damage and they are vulnerable to the damage, the damage is converted to another damage type of the wielders choice (except true).
Conditioning – The wielder gains a +50% bonus to resisting all status effects, and can make actions against status effects that cannot be resisted to normally.