Armor
Glyph of Acid
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs acid damage
Glyph of Air
Gain +2 Dodge
Gain +10 DR vs air damage
Glyph of Authority
Your willpower is increased by 1.
Glyph of Beasts
Beasts are passive towards you.
At 16 glyphs, beasts become friendly towards you.
This will not cause them to aid you in combat.
Glyph of Blood
Anytime you take bleed damage, gain bleeding, or gain hemorrhaging you are healed for 10 health.
You still gain the statuses and are not immune to damage from the statuses.
Glyph of Day
During the day you gain +1 dodge, +1 armor, and +10 DR.
Glyph of Death
Anytime you inflict a target with the doomed status, they immediately take 1 chaos damage.
More glyphs increase the number of times they take damage.
This does not stack when placed on multiple pieces of armor and instead gives +5 DR vs chaos damage.
Glyph of Disease
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs disease damage
Glyph of Earth
Gain +10 DR
Gain +10 DR vs earth damage
Glyph of Electricity
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs electric damage
Glyph of Fire
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs fire damage
Glyph of Healing
You are healed for 5 health at the start of your turn.
All healing applied to you is increased by 1.
Glyph of Ice
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs ice damage
Glyph of Life
Your maximum health is increased by 5 and 1%.
Glyph of Magic
Gain +10 DR vs all elemental and arcane damage.
Anytime you take elemental or arcane damage, you gain 10 magic.
Glyph of Nature
8 glyphs: You are immune to the effects of underbrush.
16 glyphs: You are immune to the effects of thick underbrush and brush wights are friendly towards you.
Glyph of Night
During the night you gain +1 dodge, +1 armor, and +10 DR.
Glyph of Obedience
When using any ability that enforces your will onto another, you gain +1 to the roll.
Glyph of Perseverance
The wearer gains +1 when rolling their death saves.
This does not stack if multiple pieces of armor have it, instead they grant you +1 health when using effects such as the perks Diehard.
Glyph of Poison
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs poison damage
Glyph of Power
Requires 16 glyphs:
All glyph enchantments on this armor have their multiplier increased by 2.
Glyph of Purification
If you have any negative status effects, at the beginning of your turn, make an SR 25 roll.
You have +1 when making this roll.
On a success, you are cured of a chosen status effect.
Additional glyphs increase the roll bonus.
Additional armor pieces with glyphs of purification, allow you to roll additional times.
Glyph of Sonic
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs sonic damage
Glyph of Soul
Whenever an undead targets you with an ability (any action that does not deal damage.) they have -1 to all rolls to apply that ability.
If you are rolling to resist an effect caused by an undead, you have +1 to those rolls.
Glyph of Spirit
All damage dealt to the user by undead is reduced by 10 after DR.
Glyph of Storms
At the beginning of your turn, choose a target within 10 ft(). The target is affected by all enchantments on your currently equipped weapon(s).
Additional glyphs increase the range and number of targets.
Glyph of Strength
The wearer gains 3 additional inventory slots.
At 16 glyphs, all side bags and pouches grant 1 additional slot as well.
Glyph of the Djinn
This armor gives +15 DR vs Aether, blight, and corrupt blight damage.
Glyph of the Dragon
If the wearer has a weapon enchanted with glyphs of the dragon, they can use the dragon dash ability an additional time each day.
Glyph of the King
This armor gives 5 DR vs chaos damage.
This armor gives 15 DR vs order damage.
Glyph of the Kraken
Whenever you take damage from an enemy within melee range, you can roll to grapple the attacker for no action.
You make this roll with disadvantage.
At 8 glyphs you no longer have disadvantage.
At 16 glyphs you have advantage.
Additional pieces of armor with these glyphs cause 1 bleed damage and give 1 level of bleeding instead.
Glyph of the Moon
The wearer of this armor is unaffected by the first 1 level of chilled or fragile.
They have +1 to resist the freeze status.
Glyph of the Queen
If the wearer has a weapon enchanted with glyphs of the king, the smite granted by the glyphs can be used an additional time each day.
Glyph of the Sun
The wearer of this armor is unaffected by the first 5 levels of burned they receive each day.
+5 DR vs fire damage
Glyph of the Tiger
Once per day, the wearer can leap up to 10 feet for no action.
This can be used once per rotation.
Additional glyphs increase how many times this can be used a day.
Glyph of Unity
Gain 10 DR vs order damage
Gain 1 DR vs chaos damage
Glyph of Water
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs water damage
Glyph of Zix'Muro
Requires 16 glyphs:
The wear’s DR vs fire is doubled.
The wearer is now healed by fire damage.