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Spirit Shirts come in
several colors and are made from sea silk from near the Islands of the Five
in Shattered Norns. All spirit shirts reduce damage from missiles from 1-3
points. The most common color is white, which is often what people think
of when they hear the word, but there are other colors. Here is what the
colors mean:
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c
White
spirit shirts have faster cast, increased spell range, +1 sorc and lightwalking
skills, regenerate mana, reduce physical damage (very small amount), 10%
resist all, can be used as a spell book/grimoire to store spells. You can
tell when someone is wearing and using one because the classic spirit shirt
only works when it is the only thing between your skin and the world on which
it is having an effect (must contact at least 50% of the skin on your upper
body and the outside world). Very lightweight covers seem to not have much
of an effect (Ariel has a light down jacket she wears, sometimes, to keep
people from noticing she is immune to cold. That doesn't seem to stop her
spirit shirt from working. If she wears a heavier one, or even a decorative
vest, it does seem to block the shirt's function)
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Off white spirit shirts
(kind of a white/gray), same as white, these tend to be woven from silk from
the shadow isles.
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uc Azure and Azure/Gray, increased
spell range, +1 sorc skills, +1 cold skills (so +2 to cold sorc skills),
increases maximum mana (+20%), may be used as a grimoire, is self repairing,
, resists magic 25% (but no resistance to poison/acid/disease or physical
like a white spirit shirt), shimmers slightly (+10% armor class) . Same wear
requirements as a white spirit shirt.
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uc Red spirit shirts increase
the health and life of the wearer, resist disease and increases barbarian
weapon skills and masteries (+1/+1). They can be worn under armor, but must
be in contact with the skin. Some also increase strength, others replenish
life. Often called arming shirts by those who wear them. They are
uncommon.
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r
Teal
Green, +1 druid skills, +2 lycanthropy, +2 summoning, increase mana 25% when
standing on the ground, may function as a grimoire, limited to 1+d3 druid
spells, may be worn in connection with natural armor (horn, scales, leather,
wood, etc.).
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r
Saffron Yellow spirit shirts at +1 to bow skills, +1 to amazon passive
& magic skills, increase duration 15%, +2 to dex, +1 to str, 20% faster
attack, +2 to inner sight, inner sight automatically in effect. Must be worn
exposed to the air, but may be worn in connection with leather or cloth armor
that has been properly cured and infused with mandrake saffron. Archers value
this shirt, though it is not as common as the white shirt commonly worn by
wizards, sorcerers and other spell casters. The white shirt is the mark of
a sorcerer, the yellow shirt drives the trade in mandrake saffron.
-
r
Indigo
-- the color of shirt I got from the Bitter King, increases mana, may be
used as a grimoire, is self repairing, self-cleaning, resists magic 25%,
resist all 5% (total resist magic 30%), shimmers slightly (+15% armor class)
and increases assassin skills and curses (+1 each). It must be what is between
the wearer and the outside world. Originally bred and woven for the blue
lodge, the sea silk strain it comes from has become more common so that they
are rare rather than very, very rare. Generally seen as a wasted effort by
weavers and not particularly sought after by spell users who can obtain a
white or azure spirit shirt, but perfect for me.
-
vr Ginger
spirit shirts at +1 to spear, +1 to amazon passive & magic skills, increase
duration 5%, +2 to dex, 15% faster attack, +2 to inner sight, inner sight
automatically in effect. Must be worn exposed to the air or may be worn in
connection with wood armor that has been properly cured and infused with
brilliant mandrake. Amazons value this shirt, though it is not as common
as the white shirt commonly worn by wizards, sorcerers and other spell casters.
The white shirt is the mark of a sorcerer, the yellow and ginger shirts drive
the trade in mandrake essences. The ginger shirts are variegated.
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vr
Bone
Grey, +1 necromancer skills, +2 levels to bone spells/revives, resist physical
15%, resist magic 15%, may act as a grimoire, but only for necromancer spells.
Most of these very rare shirts are considered tainted or twisted by people
more familiar with the common ones, this one especially, since it is seen
as a twisted white spirit shirt that is unclean. Must be worn as a white
shirt is for its bonuses to have an effect, may be worn with bone armor.
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vr
Verdigris
Green, +1 level acid damage, +1 level poison, resist acid and poison (reduce
three levels), recover acid and poison 30% faster, -5% resist to physical
damage (weapons do 5% more extra point of damage to a wearer
of this shirt), 30% faster hit recovery, +3 to dexterity, does not function
as a grimoire. May be worn under armor.
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vr
Black spirit shirts may be worn under armor, but must make contact
with the outside world through something rooted in black iron in order to
have an effect (includes iron that has been forged into steel or metal inlays
in staffs). They leech or drain blood and mana in combat, resist all 10%,
-2 levels of damage from magic (reducing magic attacks by levels rather than
points) and add +1 to shadow disciplines, +1 defensive auras. They are very
rare.
-
vr Crimson spirit shirts increase
the health and life of the wearer, resist poison and increase weapon mastery
+1/fire skills +1. They can be worn under armor, but must be in contact with
the skin. They replenish life. Generally weaker than an arming shirt.
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ur
Iridescent shirts, work only in the percentage that is exposed
to the air and touching the skin. They are transparent and a wearer does
not look to be wearing clothing (to the extent that the shirt is exposed).
They reflect (resist) magic and physical damage and reduce magic and physical
damage (- to points done, % resist), amounts varying by the shirt. There
is one pair of hakima pants made of this silk, embroidered with indigo thread
(so that they look like a pair of indigo pants), and several shirts, but
the thread and the skill to use it are both very, very rare.
.
.
common,
uncommon,
rare,
very
rare, ultra
rare.
Copyright 2001-2003 Stephen R. Marsh and
Heather N. Marsh
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