This unique armor was forged in the workshop of the God Moradin himself as a way to bring together the races of the dwarves and elves. Created for the elven king Ar'ethal Valenthus as a gift of goodwill. It was indeed a balm that soothed tensions among the two races and together with dwarven master works and elven magic many pieces were created that still hold at least as myth or legend. It was the Drow and Duergar that nearly ruined it all, though strained to the maximum distrust of each other they hated their brethren even more. After the crafting of both a Hammer for the dwarven Thane(which has it's own story) and a weapon fit for the wearer of the Allhammer's armor (also part of many legends itself) there was a celebration beyond any before it as the forging and weave of magic was perhaps the greatest of anything not from the Allhammer's forge itself. It was then that the unwelcome visitors took the armor that had been, so they thought, removed and protected with the strongest of enchantments. The armor was broken down to various parts, some took the breastplate and others took the bracers or greaves each piece imbued with various inchantments on their own and so the pieces were the center of various myths and legends and many began to look for the parts themselves unaware of the power that the parts would hold if reassembled.
Allhammer's Armor
This armor when assembled is made of mizzium alloy and turns critical hits to normal hits, and if a magical effect causes the wearer to make a strength or constitution saving throw on a failure you only take half damage but on a save the armor absorbs and then reflects the damage back to it's source automatically hitting and doing the full damage to the source.
The armor can protect from death itself, when the wearer would go to 0 hp from damage they instead only get reduced to 1 hp. this effect cannot be used again until the next dawn.
The armor has the strength of mizzium but the weight of mithral and the strength requirement for the armor is reduced by 3 and poses no disadvantage on stealth checks.
The fully assembled armor absorbs kinetic energy from the impact of attacks and redirects that as force damage to all enemies of the wearer's choice within 10ft of them, this force can not be more than 100pts and can be distributed toward any number of creatures within that 10 feet.
At the wearer's behest the armor can exude an enveloping darkness out to a 20ft radius that can only be seen through by the wearer and anyone they designate without which not even truesight or blindsight can penetrate. Tremorsense works per normal.
Twice a day the armor can be used to cast the fly spell with no concentration or components needed.
Finally, dispel magic has no effect against the abilities of the armor and if cast against the armor instead removes 1 spell or effect below 5th level.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Bonus: Armor Class, Must be attuned to a dwarf or elf, Str. 15 Required, Stealth Disadvantage