Prefix
|
Effect
|
Notes
|
antimagical
|
Stops PC's PP from regenerating
|
|
auto-locking
|
Autocursing
|
Not to be confused with trapped armor
|
beautiful
|
Adds 4 to Appearance
|
|
charged
|
Deals a small amount of shock damage to the PC every 20 turns
|
|
empowered
|
Increases PC's PP regeneration rate
|
|
extra-heavy
|
Weighs x4 as much as usual
|
|
green
|
Grants acid resistance
|
The armor itself may still be susceptible to acid-based item destruction.
|
gorgeous
|
Adds 8 to Appearance
|
|
heavy
|
Weighs twice as much as usual
|
|
light
|
Weighs half as much as usual
|
The player may need to be cautious of these when weight-identifying certain armors — e.g. the Shirt of the Saints has the same unID'd form as light clothes.
|
padded
|
Grants resistance to stunning
|
|
red
|
Grants resistance to fire
|
The armor itself may still be susceptible to fire-based item destruction.
|
rotting
|
Whenever the PC would regenerate HP there is a 90% chance that they do not.
|
Similar to and independent from the regeneration penalty from the Decay corruption.
|
shining
|
Adds 1 to Appearance
|
|
soft
|
Becomes damaged more easily
|
|
trapped
|
Cannot be removed; not even by means of curse removal
|
Such armor can be disposed of through item destruction or polymorphing with potion of raw chaos or blessed potion of exchange.
|
ultra-heavy
|
Weighs x8 as much as usual
|
|
vigilant
|
Adds 4 to Perception
|
|
vile
|
Reduces both Appearance and Charisma to 1
|
|
white
|
Grants resistance to cold
|
|
worm-ridden
|
Causes sickness every 100 turns
|
The disease immunity intrinsic does not prevent this effect.
|
yellow
|
Grants shock resistance
|
The armor itself may still be susceptible to shock-based item destruction.
|