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PostSubject: Weapon/Crafting System   Weapon/Crafting System Icon_minitimeSat Aug 10, 2019 7:36 pm

Weapons, Armor, Equipment and other such gadgets must be forged by a craftsman. Obviously, such craftsmen are in no short supply in each hold. Though, if one had the skills to craft their own they could do so at a much cheaper price. First, we will break down what is allowed per tier in regards to weapons/items/armor abilities and stats.
Durability of weapons is equal to double their base damage [i.e. excluding the "+strength stat" part]

Weapon abilities are typically those that enhance combat. They do not allow for one to increase their stats, but to do things such as set their blade on fire, or extend it in length.

WEAPONS:

Tier 5: 200 Damage + Strength Stat, No abilities

Tier 4: 300 Damage + Strength Stat, No abilities

Tier 3: 400 Damage + Strength Stat, One ability

Tier 2: 500 Damage + Strength Stat, One ability

Tier 1: 600 Damage + Strength Stat, Two abilities

Tier 0: 700 Damage + Strength Stat, Two abilities

Tier X: 800 Damage + Strength Stat, Three Abilities








Armor is unique in that it does not base its strength off of one of your stats, but it adds a layer of defense. Its enchantments do not allow for unique abilities, but instead, runes applied to armor will divert the defensive capabilities to increase other stats, meaning Tier 4 Armor can be used to increase any stat (other than endurance) by up to 300 points, though each point placed in another stat, is removed from defense.

ARMOR:


Tier 5: +200 Defense

Tier 4: +300 Defense

Tier 3: +400 Defense

Tier 2: +500 Defense

Tier 1: +600 Defense

Tier 0: +700 Defense

Tier X: +800 Defense










EQUIPMENT:


Equipment works in a different way, in that it is on a case by case basis for its tier, so one must app it at their desired tier and then possibly work with staff to adjust it to reach that tier. Since all equipment technically have unique abilities, it is rough to assign direct stats or ability limits, but use the armor/weapon guides above to give you an idea.

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PostSubject: Re: Weapon/Crafting System   Weapon/Crafting System Icon_minitimeTue Dec 03, 2019 5:47 pm

CRAFTING

Crafting a weapon, armor or a piece of equipment requires one to have the required skill to do so. This also reigns true for things such as potions, poisons, bows, clothes, furniture, ect… [One may ask, why would I craft as opposed to buying? Crafed weapons/armor/equipment are granted +50% effectiveness to their stat boosts. So, A sword for example would grant: Strength + Tier Bonus x 1.5

Forgemaster Skills:
Metal Refining
Weapon Appraisal
Equipment Appraisal
Metal Armor Repairing

General Weapon Crafting Skills:
Blunt Weapon Forging
One-Handed Weapon Crafting
Polearm Weapon Creation
Slash Weapon Forging
Thrust Weapon Forging
Marksman Weapon Forging

Additional Crafting Skills:
Lumber
Carpentry
Leatherworking
Mixing
Sewing
Trap Building
Explosive Weapon Forging
Rune Crafting
Runic Embedding
Cooking


Crafting also requires one to have access to the needed materials to create such weapons that one may wish to use. There are several different kinds of Materials that can be mined/collected using a topic of collection and a dice roll to determine what your take is. Each weapon/armor/item only requires 1 unit of each item to be created.

(e.g. Iron Sword = 1 Iron Ingot.)

Ingots:
1. Iron [Tier 5, 100 Gp = 1 unit]
2. Bronze [Tier 4, 300 Gp = 1 unit]
3. Steel [Tier 3, 500 Gp = 1 unit]
4. Silver [Tier 2, 800 Gp = 1 unit]
5. Obsidian [Tier 1, 1,000 Gp = 1 unit]
6. Mithril [Tier 0, 1,500 Gp = 1 unit]
7. Adamantium [Tier X, 2,000 Gp = 1 unit]

Wood:
1. Rose Willow [Tier 5, 100 Gp = 1 unit]
2. White Oak [Tier 4, 300 Gp = 1 unit]
3. Black Oak [Tier 3, 500 Gp = 1 unit]
4. Asgardian Elm [Tier 2, 800 Gp = 1 unit]
5. Imperial Birch [Tier 1, 1,000 Gp = 1 unit]
6. Eternal Pine [Tier 0, 1,500 Gp = 1 unit]
7. Root of Yggdrasil [Tier X, 2,000 Gp = 1 unit]

Each ingredient listed above, is listed in ascending order of Tier, with the first things mentioned producing Tier 5 items/armor/weapons, and the final things listed producing Tier X items/armor/weapons. The prices listed above are also the sale prices for returning to the market.


Mining

In order to mine for items, one must be prepared to do a little labor, as items are not obtained in the wilderness for free. One must either purchase them from the marketplace, or mine them in a topic of five posts minimum, whereby one rolls a random dice to determine the amount you come out with. Below, will be the "results board" to determine the amount you come out with. this is done using the "10 Face" die.

Results:
1. 3 Units
2. 1 Units
3. 0 Units
4. 1 Units
5. 3 Units
6. 2 Units
7. 0 Units
8. 5 Units
9. 4 Units
10. 1 Units


Last edited by GameMaster on Thu May 21, 2020 9:03 pm; edited 1 time in total
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PostSubject: Re: Weapon/Crafting System   Weapon/Crafting System Icon_minitimeWed Dec 04, 2019 10:42 am

RUNES

Runes are the closest that the game comes to having magic. Runes grant magical effects to the object they are engraved upon. This requires one to have one of TWO runic skills, either "Rune Crafting" or "Runic Embedding".

RUNE CRAFTING

Rune crafting allows the user of the skill to engrave runes onto special crystal stones that may then be used to produce different effects based on the Rune engraved. Runes crafted using this skill become items known as <>RUNESTONES<>. These are single use items that are automatically made at the rank of the creator. Each Runestone has a different effect based on the rune placed on it. Some examples of Runes one might create are listed below:

Fire
Lightning
Poison
Explosive
Teleporting


RUNIC EMBEDDING

Runic Embedding allows the crafter to modify existing items by carving Runes into them. These items are then granted an elemental effect or ability based on the rune that is applied to it. These effects are generally different than what one gets from Runestones, and the effects are different based on what item the rune is embedded into. Weapons allow for an elemental effect, Armor may allow for an elemental immunity or resistance, Equipment could allow for any number of effects.


[NOTE: ALL RUNES MUST BE APPLIED FOR PRIOR TO BEING USED.]
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