Myrrh Rookie Poster
Posts : 47 Join date : 2014-08-09 Location : Buffalo
Character sheet Name: Serene Familliar: Siya the Nine-Tailed Fox Level: 1
| Subject: Familiars/Weapons/Armor/Power Rules and Info Mon Jun 08, 2015 1:01 am | |
| 1: Weapons - Weapons:
Weapons are essentially what makes the soldier useful on the battlefield. While there are those who fight without them, most fight with them. There are three main types of weapons:
1: Physical weapons- These weapons are used for stabbing, slashing, and dealing physical damage. They have a physical attack stat which increases physical damage done, and it combats the physical defense of another person with their armor.
2: Magical Weapons- These weapons are not used for stabbing, slashing, etc these are used for casting more powerful spells and adding to one's mana power. Magical weapons do not always have to be a WEAPON, it can simply be an item like a pendant or a ring. Although having a staff is classic it isn't always necessary.
3: Enchanted Weapons- These are the product of fusing together a magical weapon/item and a physical one. To get one of these by non-special means you must first buy or upgrade any two weapons, one physical and one magical, to rank B or higher. Then you can fuse the two by paying a little money, which will give you a slot for an enchanted weapon of the rank both of them were at. So if you fused two B weapons you'll have a B Enchanted one. Also having an enchanted weapon does not need to be based off of the previous two weapons. The items fused could have been an axe and a lightning-based item, but the product could be a spear that emits fire.
Weapons are classified by Ranks. It goes: F, D, C, B, A, then finally S. Each item can be upgraded from one class to the next by paying money, or you could buy a weapon of extreme rank by paying a lot more. So now let's get onto what the grades do. Each grade classifies strength, durability, and magic power. Physical weapons go as follows: F- 5 strength, 25 durability D- 10 strength, 50 durability C- 30 strength, 150 durability B- 50 strength, 250 durability A- 100 strength, 500 durability S- 250 strength, 1250 durability
Now in case you haven't gotten it yet, the durability is how many hits the weapon can take from another weapon. This is ONLY including the weapon's strength, NOT the user's physical strength. So if an F rank weapon were to be hit once with a C rank weapon, it would instantly shatter. If a weapon breaks, it's game over. If a weapon takes damage but lives throughout the fight, don't worry! All durability resets after each fight. Wanna get a weapon but you don't want to spend any DC? All F rank weapons are free, but they are substantially weaker than the rest. Also let it be known- if a weapon hits armor, it doesn't decrease it's durability. But if a spell from a magical item hits a physical weapon it will lose durability.
All of the powers shown above with the physical items are the same with magical items, except the magical items replace "strength" with "magic." Also depending on the rank of the item the weapon also gains an appropriate amount of spells and grade of spell accordingly, which don't use up Mana but do have Cooldowns. F- One weak spell D- One weak spell C- One moderate strength spell and one weak spell B- Two moderate strength spells A- One strong spell, two moderate strength spells S- Two strong spells, one moderate strength spell
As you can see each spell does have its strengths, but that is because items don't follow the same magical prowess as physical weapons. A weak spell does 100% of the weapons strength (I.e. 5 at F), a moderate spell does 150% of the strength (I.e 7.5 at f) and strong spells do 200% strength at weapon level (10 at f)
These may seem strong, but neither compare to the enchanted weapons. Enchanted weapons follow both templates above, they can have spells and follow the strong spell rule and the physical strength rule from physical weapons. You can charge them with an element as well. The amount of spells an enchanted weapon can have is the same as the magical weapons, making enchanted weapons just plain better.
- Diviners:
Diviners Are the weapons of the Grim Angels. Diviners are special weapons that start off weak, but can become immensly powerful over time. Diviners are immediately A Rank Enchanted Weapons that you can design yourself, and another fun thing? They're indestructible! Diviners have a major drawback, however. Their power grows with the user. A normal A Rank enchanted weapon should have 100 strength, 500 durability, 100 magical strength, one strong spell, and two moderate spells. Instead they grow slowly, reaching their maximum potential when the user reaches level 20. The increase in Diviner power goes as so: Lv 1: 5 strength, 5 magical strength, one moderate spell Lv 2: 10 strength, 10 magical power, one moderate spell and one weak spell Lv 3: 15 magical strength, 15 physical strength, two moderate spells Lv 4: 20 magical strength, 20 physical strength, one strong spell one moderate spell Lv 5: 25 magical strength 25 physical strength one strong spell, one moderate spell, one weak spell Lv 6: 30 magical strength 30 physical strength one strong spell, 2 moderate spells Lv 7: 35 magical strength 35 physical strength Lv 8: 40 magical strength 40 physical strength Lv 9: 45 magical strength 45 physical strength Lv 10: 50 magical strength 50 physical strength Lv 11: 55 magical strength 55 physical strength Lv 12: 60 magical strength 60 physical strength Lv 13: 65 magical strength 65 physical strength Lv 14: 70 magical strength 70 physical strength Lv 15: 75 magical strength 75 physical strength Lv 16: 80 magical strength 80 physical strength Lv 17: 85 magical strength 85 physical strength Lv 18: 90 magical strength 90 physical strength Lv 19: 95 magical strength 95 physical strength Lv 20: 100 magical strength 100 physical strength
2: Armor - Armor:
Armor is essential to pretty much all life on the battlefield. Think about this: if you weren't wearing a chest plate couldn't one perfectly good spear stab kill you? Exactly. So here is how armor goes: Armor has three forms just like Weapons, the physical, magical, and enchanted armor. They can have one to two passive abilities on them depending on what rank they are, but all in all armors are armors. So here is what ranks hold how much resistance and defense, as well as durability.
Physical Armor: F- 10 defense, 0 resistance, 30 durability D- 10 defense, 5 resistance, 35 durability C- 25 defense, 5 resistance, 75 durability, one passive ability B- 40 defense, 5 resistance, 120 durability, one passive ability A- 75 defense, 10 resistance, 225 durability, two passive abilities S- 200 defense, 10 resistance, 1500 durability, two passive abilities
Magical Armor: F- 10 resistance, 0 defense, 30 durability D- 10 resistance, 5 defense, 35 durability C- 25 resistance, 5 defense, 75 durability, one passive ability B- 40 resistance, 5 defense, 120 durability, one passive ability A- 75 resistance, 10 defense, 225 durability, two passive abilities S- 200 resistance, 10 defense, 1500 durability, two passive abilities
As you can see both forms of armor have their perks, and their flaws. Now if you want you can go through the same process as the weapons, combining two minimum of B rank armors-one magical and one physical and spending some money to get an enchanted armor. These armors have equal defense and resistance stats, having the larger of the two as shown above.
3: Powers - Powers:
Powers is something that many people will want, but not necessarily everyone. Powers can be anything- from a fireball spell to a passive ability. You gain power slots as you level up, making you more and more of a badass. You start with 5 powers, then you gain 1 slot every OTHER level up. You also gain 10 mana every time you level up as well, and everyone starts with 100 mana. Otherwise powers must have some correlation to each other. If you dedicate yourself to skills based on fire don't throw in a water spell, but as for the types of fire spells who cares what they are?
4: Familiars - Familiars:
Familiars! Who doesn't like a little pet thingy every once and a while. Now this may seem all nice and all but you don't get to chose your familiar, your familiar chooses you. You must venture deep into the familiar woods, then take your chance at the summoning circle deep within the heart. The circle will give you a familiar as it sees fit, and you'll be stuck with it. Now you can't have more than one familiar, but you CAN swap out familiars for a small price. Familiars come with their own NON customizable abilities and skills. There are two types of familiars: Combat and Support Combat familiars are ones who attack the opponent, and help you out. Support ones give you buffs and beef up your arsenal. Regardless of what one you have familiars can not die, but if they are seriously harmed they will go back to their realm for 5 posts to regenerate, making them unable to have for that short time.
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