Much like weapons, armor can be enchanted with magical effects to grant them different abilities and strengthening their defenses. Both individual armor pieces and shields can be enchanted with magical abilities, and unless otherwise specified enhancements don't stack even if the same enhancement is present on different pieces of armor.
Magic enhancements no longer function while the Defense Points of a piece of armor is 0.
This enchanted piece of armor grants Energy Resistance 30 to a specific element type (chosen upon being crafted). This energy resistance regenerates after 8 hours of rest.
This costs 1 gold.
While wearing this piece of armor you can spend 1 MP per round to radiate raw magic from yourself, allowing allies within 4 squares to absorb mana from you as per the Siphon Ally ability.
This costs 1 gold.
This shield acquires an MP pool of 8 (if it has one already it is instead increased by 4) and 2 MP can be spent from the shield to have it float around you and protecting you as if you were wielding it while also freeing up both of your hands. It remains floating for 1 minute. This can only be placed upon shields.
This costs 80 silver.
If you are attacked and the attack made is a Critical Hit, the attack automatically veers to this armor piece so long as it has at least 1 Defense Point remaining. Critical Hits deal their normal damage to the armor instead, and excess damage isn't dealt to you.
This costs 75 silver.
If an incorporeal enemy attacks you while you're wearing this armor piece, they take 2d4 points of damage directly to HP before their attack roll is made - if this would kill the incorporeal enemy or knock them unconscious, the attack is completely negated.
This costs 2 gold.
This allows you to breathe underwater through a magical force field created by the piece of armor around your head, even if you're unconscious. This can only be applied to helmets and other pieces of Head armor.
This costs 1 gold.
Armor enchanted to be self-repairing is able to be repaired by its wearer through the expenditure of MP in place of the normal checks required to repair armor's Defense Points. For every point of MP spent, the armor recovers 1 Defense Point, to a maximum of half of its total Defense Points.
This costs 3 gold.