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107. Item Rules Empty 07. Item Rules Sat May 11, 2013 10:07 am

Naga


Materials & Density:

Materials are something in the world that are found everywhere, found across the world materials all have different levels of density. Below is a basic chart of these things, including their pricing and effects, as well as the level of strength required to break them ect. Keep in mind that if a weapon or item's density is stronger than another, it does not mean that it will slice straight through it like butter, the level of strength of the wielder must also be high enough to cut or break the material they are hitting.

Damage vs Other Weapons:

When the materials that are colliding are equally matched neither of them break, as they are both an even match. When the weapon is in a higher tier than that of the opponent, the other person's weapon will get damaged (based on difference).

  • Weapons that have their durabilities decreased can be repaired at the blacksmith.
  • Weapons can be sold back to the shop for 30-50% of the original price.



Last edited by Lucius on Mon Nov 04, 2013 4:30 pm; edited 2 times in total

207. Item Rules Empty Re: 07. Item Rules Sat May 11, 2013 10:07 am

Naga


Enchantments:

Resistances:

Effects
Price Modification
The item or weapon when worn, causes all forms of spells and attacks of a single element to be weakened by one rank in power. This defense is activated on impact however. The drawbacks is that increases damage from the opposite element by one rank in power.
+100%
The item or weapon when worn, causes all forms of spells and attacks of a single element to be weakened by two ranks in power. This defense is activated on impact however. The drawbacks is that increases damage from the opposite element by two ranks in power.
+200%
The item or weapon when worn, causes all forms of spells and attacks of a single element to be weakened by three ranks in power. This defense is activated on impact however. The drawbacks is that increases damage from the opposite element by three ranks in power.
+300%
The item or weapon when worn, causes all forms of spells and attacks of a single element to be weakened by four ranks in power. This defense is activated on impact however. The drawbacks is that increases damage from the opposite element by four ranks in power.
+400%
The item or weapon when worn, causes all forms of spells and attacks of a single element to be weakened by five ranks in power. This defense is activated on impact however. The drawbacks is that increases damage from the opposite element by five ranks in power.
+500%

307. Item Rules Empty Re: 07. Item Rules Sun Nov 03, 2013 7:44 am

Naga


Weapon Statistics:

  • Power: This is determined by the material used. It is graded 1 to 10, 1 being bronze and 10 being vespean.
  • Magic: This is determined by the amount of spells a weapon has attached to it. It is graded 0 to 10, 0 being 0 spells and 10 being 10 spells.
  • Durability: This is not used to determine the grade of a weapon. It's merely used as reference for the wielder. The durability of an item is the rank of material multiplied by ten.

The profiency of an item is not referred to in terms of rank or class but grade. The lowest being a d-grade item. 

Weapon Grading:

  • D-grade: 0-3 points
  • C-grade: 4-6 points
  • B-grade: 7-9 points
  • A-grade: 10-13 points
  • S-grade: 14 and above

It's best to give out an example to clear things up. Imagine a person with a sword. This sword has 3 points in power and 0 points in magic. This would mean that the weapon the person is wearing is a d-grade sword. This sword would have a durability of 30 points. His opponent is wielding a sword that has 6 points in power and 0 points in magic, a c-grade weapon, a durability of 60. The two weapons clash. Let's calculate the durability.

Durability Clashing:

  • 0 points difference: -3 points to the weaker item's durability, -3 to the stronger item's durability.
  • 1 to 2 points difference: -3 points to the weaker item's durability, -2 to the stronger item's durability.
  • 3 to 4 points difference: -6 points to the weaker item's durability, -2 to the stronger item's durability.
  • 5 to 6 points difference: -9 points to the weaker item's durability, -1 to the stronger item's durability.
  • 7 to 8 points difference: -12 points to the weaker item's durability, -1 to the stronger item's durability.
  • 9 or higher points difference: -15 points to the weaker item's durability, -1 to the stronger item's durability.

Now, their weapons clashed. A sword with a power of 3 and a sword with a power of 6. The difference would be 3. The rules state: "-6 points to the weaker item's durability, -2 to the stronger item's durability.", this means that the sword with a power of 3 (30 durability) will now only have 24 durability, the sword with a power of 6 (60 durability) will now have 58 durability.

Durabilities do not recharge at the end of a thread. It's therefore important to keep updating them at the end of each thread in your character sheet. In case we notice that you haven't been updating your durabilities, we will deliver a punishment and remove a large portion of it ourselves or even destroy the weapon.

The durability can be repaired though at the blacksmith.

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