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Weapons and Items; The incomplete glossary
Topic Started: Jan 22 2011, 08:44 AM (105 Views)
Lord Rogue
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ok, this is the encyclopedia... Please note that weapons and items appearing here are all "Stock" weapons... Special and unique items have a post for themselves.



Grip - Using a shield or weapon in off hand is naturally mutually exclusive. Likewise, you cannot use any of these with a weapon that requires 2 hand grip.

Some weapons can be used in the Off hand - the weak one. Weapons in off hand are used to add damage to an attack or bolster the block capabilities when defending. Weapons in off hand naturally have a penalty to attack rating...


Proficiency Bonus - Proficiency bonus represents the quality of the weapon and how much effectiveness it adds to the character's AR. That is to say, if a character's natural AR with a sword is 5 and she is equipped with a sword that has +1 proficiency bonus, the actual AR would be 6.

Parry - Weapons that can be used to parry have a parry stat. By nature, weapons with higher parry stat make better parry weapons.

Degrade - Weapons now have the ability to damage armors and shields, reducing their effectiveness. Weapons that degrade shield reduce the Shield's Block DR. If a shield's block DR is downed to 0, the shield is damaged and cannot be used to block until repaired. Degrading armor reduces the constant Absorb DR that they provide. Armors must be repaired to have their Absorb DR restored.

Note that not all weapons degrade and not all weapons that do degrade are effective against all types of armors or shields.

Negatives - Some weapons (particularly Low Level weapons, have a negative proficiency or parry bonus. This means they're so ungainly that while they can be used, they actually inflict a penalty.



Level 1 Items

Weapons



Iron Axe - A crude, ungainly iron axehead, mounted on a wooden shaft. It'd be considered a lumberjacking item but it's unlikely to ever bring down a tree.

Class: Axe
Grip: One Hand
Proficiency -1
Reduces speed by 1
Degrades Wooden Shields 1
Attack Range: 1


Iron Dirk - A dirk is a long dagger. This crude iron dagger is not worth much but is probably better than fighting bare handed if your character isn't into martial arts

Class: Dagger
Grip: One Hand
Proficiency -1
Parry -1
Attack Range: 1


Cheap Falchion - A Falchion is a short, slightly curved sword. Basically, you won't be keeping those needles for long but to scare some bum begging for money or to fight off a particularly hostile rabbit, they should do well ;)


Class: Sword (short)
Grip: One Hand
Parry +1
Attack Range: 1
Degrades Leather Armors 1


Cheap Rapier - A rapier is the long, thin needle-sword used in olympic fencing. Do not let the thin blade fool you, though. A jab from this one really hurts...

Class: Sword (long)
Grip: One Hand
Proficiency +1
Parry -2
Attack Range: 2


Wood and Sinew Bow - Your basic wood and sinew bow. Nothing fancy. Do not expect to take down dragons with it... well... do not even expect to take down dragonflies with it. But it's a nice starter item.


Class: Bow
Grip: Two Hands
Attack Range: 8


Wooden Staff - Basically, a long and sturdy stick to bash enemies about. It may not have the fancy aura of the Rapier or the frightening vicious look of the axe but in the hand of an expert it can match both...

Class: Staff
Grip: Two Hands
Parry +1
Attack Range: 2




Armor and Shields


Studded Leather Shirt - The medieval version of body armor. Leather layers studded to a degree of hardness. This won't stop that nasty looking axe that Orc is holding but it might just save you if my doggy Chance decides to bite...

Class: Light Armor (Leather)
Worn on: Torso
Absorbs: 2 Damage
Reduces speed by 1


Iron Ringmail - the Iron Chain mail or Ring mail is a few strands of heavy iron rings woven together to make a cheap excuse for an armor suit. It won't save your bacon... though it might just slow you enough to turn you into a target-practice...

Class: Heavy Armor
Worn on: Torso
Absorbs: 4
Reduces speed by 4


Iron Helmet - Well... they folded some pieces of iron into a form that's slightly reminiscent of a hat. Nothing to write home about...

Class: Heavy Armor
Worn on: Head
Absorbs: 1

Black Robe - Robes come in a variety of forms and shapes. They cover the entire body and usually do nothing but make the wearer look impressive...

Class: Robe
Worn on: Torso+Legs


Mage Robe - Robes come in a variety of forms and shapes. They cover the entire body and usually do nothing but make the wearer look impressive...

Class: Robe
Worn on: Torso+Legs
+1 to Casting skill
Can only be used by Mages


Arcane Caster Robe - Robes come in a variety of forms and shapes. They cover the entire body and usually do nothing but make the wearer look impressive...

Class: Robe
Worn on: Torso+Legs
+1 to casting skill
Can only be used by Arcane Casters


Hardened Leather Shield - Bits of hardened leather woven together over the first, slightly round piece of wood the maker found...


Class: Small Shield, Light Armor (Wood)
Block 2

Iron Buckler - Well, some novice metalsmith's apprentice folded this piece of iron into the shape of a bowl and had the nerve of calling it a shield. Used properly,It can probably block an angry butterfly...


Class: Small Shield, Heavy Armor (Normal Metal)
Block: 2
Reduces speed by 1


Additional Equipment

Wand of Flames - A magical wand that can hurl a firebolt at the enemy once every two turns of the battle...

Class: Wand
Grip: One Hand
Damage: 10
Damage Type: Flame.


Potion of Mana - A must for spell casters, this little potion will replenish your Mana points during battle.

Class: Potion
Alchemy Skill required: Basic
Replenishes up to 50% of the character's Mana points
Market Value: 15

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Level 2 Items

Weapons



Meat Cleaver - Any butcher will tell you that to cut through flesh you need a heavy, strong and sharp cleaver. Not meant as a weapon but when used correctly it can hack through the flesh of the living with ease.

Class: Axe
Grip: One Hand
Attack Range: 2
Reduces speed by 7
Unbalanced Weapon: Attack takes TWO combat actions
Degrades Leather Armors 3
Degrades Wooden Shields 2


Iron War Hammer - whoever said an axe needs to be sharp to inflict damage? this massive weapon is blunt but when it strikes, you may just wish the enemy had hit you with a simple axe.


Class: Axe
Grip: Two Hands
Proficiency +1
Attack Range: 2
Reduces speed by 2
Parry +1
Unbalanced Weapon: Attack takes TWO combat actions
Ignores Absorb of Leather Armors
Degrades Shields (Wooden and Normal Metal) 1
Degrades Normal Metal Armors 1


Steel Shortsword - This is where swords begin to get better. Really better. The steel shortsword is not anything you'd like to write home about but it's effective and comes at a cheap price as well.

Class: Sword (short)
Grip: One Hand
Proficiency 1
Parry: 1
Attack Range: 1
Market Value: 25 Gold


Steel Cutlass - a step forward in swords, this nifty curved blade, preffered by pirates worldwide, is a weapon meant to act like an axe rather than a sword but works well as a combo of both...

Class: Sword (short)
Grip: One Hand
Proficiency 1
Parry 2
Attack Range: 1
Degrades Leather Armors 1
Degrades Wooden Shields 1
Market Value: 40


Steel Longsword - the classic sword, prefered by guardsmen all over the world. A sturdy, finely balanced blade.

Class: Sword (Long)
Grip: One Hand
Proficiency 2
Parry 2
Attack Range: 2
Market Value: 50


Steel handaxe - Strong and quite ungraceful weapon, fit for hacking and slashing madly. The barbarians among you would love this weapon.

Class: Axe
Grip: One Hand
Proficiency 1
Parry 1
Attack Range: 2
Unbalanced Weapon: Attack takes TWO combat actions
Degrades Shields (Wooden, Normal Metal) 2
Degrades Armors (Leather, Normal Metal) 1
Market Value: 30


Steel HandHammer - Everyone wondered how dwarves can possibly see this as a weapon until that clash between the Baaka barony and the dwarves over the building of the Dwarven Tempest Bastion. The dwarves came armed with steel handhammers and literally knocked the humans back to Baaka.

Class: Axe
Grip: One Hand
Proficiency 2
Parry 1
Attack Range: 1
Degrades Shields (Wooden, Normal Metal) 2
Degrades Armors (Normal Metal) 1
Market Value: 30


Steel Waraxe - A double-bladed axe preffered by Northmen Axemen. A vicious weapon that can hack you a path through enemies.

Class: Axe
Grip: Two Hands
Proficiency 2
Parry 2
Attack Range: 2
Reduces speed by 1
Unbalanced Weapon: Attack takes TWO combat actions
Market Value: 50
Degrades Shields (Wooden, Normal Metal) 2
Degrades Armors (Leather, Normal Metal) 2


Skullmasher - Sharing a border with the dwarves, the humans of Seleny Barony have learned well the art of fighting with a hammer. This huge warhammer is heavy and packs one mean punch


Class: Axe
Grip: Two Hands
Proficiency 2
Parry 2
Attack Range: 3
Reduces speed by 2
Unbalanced Weapon: Attack takes TWO combat actions
Ignores Leather Armors Absorb.
Degrades Shields (Wooden, Normal Metal) 2
Degrades Armors (Normal Metal) 2
Market Value: 50


Oak bow - A step up from the simple wood and sinew, an oak bow is made of oak branches that were cut at the exact right time of growth to give maximal flexibility.


Class: Bow (short)
Grip: Two Hands
Proficiency +2
Attack Range: 8
Ignores Leather Armor Absorb
Market Value: 30


Horn Bow - made of animal horn, this is a step forward in Bows. this mean bow is designed to punch through steel armors and does that with disturbing ease.


Class: Bow (Short)
Grip: Two Hands
Proficiency 2
Attack Range: 8
Ignores 2 points of Absorb
Ignores all leather armor Absorb.



Standard Crossbow - An all time favorite because of it's masive damage and innate accuracy, the standard crossbow can be found on guardsmen everywhere. The only drawback is the slow reload rate.


Class: Crossbow
Grip: Two Hands
Proficiency 2
Attack Range: 8
Attack takes TWO combat actions
Ignores 3 Absorb point of enemy armor.
Ignores Leather Armor Absorb
Market Value: 45


Steel-tipped Staff - Not much better than the normal staff, the heavy steel coating still adds a nice punch.

Class: Staff
Grip: Two Hands
Proficiency +2
Parry +2
Attack Range: 2
Market Value: 30


Bill - adding a s curved blade to the end of a staff is one way to improve it's damage. The bill uses a blade that resembles the waned moon at one end of the staff to add damage.

Class: Polearm
Grip: Two Hands
Proficiency +1
Parry +1
Attack Range: 2
Market Value: 40
Degrades Wooden Shields 3
Degrades Leather armors 2


Steel Spear - A sharpened steel tip is added to one side of a staff to add for a punch. Useful against horsemen.

Class: Spear
Grip: Two Hands
Proficiency +2
Parry +1
Attack Range: 3
Double AR when attacking an enemy who just moved into range.
Ignores Leather Armor ABsorb
Market Value: 30

Stiletto - A slick, long bladed dagger that is the weapon of choice for many assassins.

Class: Dagger (does not require weapon proeficency)
Grip: One Hand
Proficiency +3
Attack Range: 1
Market Value: 35
Ignores Leather Armor Absorb

Throwing Knife - A pack of small, sharp daggers, perfectly suited for throwing.

Pack size: 5 Knives
Market value: 30

Thrown Stats
Class: Dagger (Requires Thrown Weapon proficiency)
Grip: One Hand
Proficiency +1
Attack Range: 4


Melee Stats
Class: Dagger (does not require weapon proficency)
Grip: One Hand
Attack Range: 1



Armor

Oh, you will enjoy these...

Boiled Leather Mail - Improvement made over the studded leather shirt. Not much of an improvement but anything is better...

Class: Light Armor (Leather)
Worn on: Torso
Absorb 4
Reduces speed by 1
Market Value: 20

Boiled Leather breeches - Get them today while they're still boiled... uh... works well if you want to keep moving in normal speed while adding some defense...

Class: Light Armor (Leather)
Worn on: Legs
Absorbs: 2
Reduces speed by 1
Market Value: 15

Hardened Leather skull cap - Nothing much to say, this cap will try to keep your head from getting mashed by an angry orc with heavy waraxe. It won't succeed but it will try.

Class: Light Armor (Leather)
Worn on: Head
Absorbs: 1
Market Value: 10

Elven-Steel Chain Mail - Elven Steel is a cheap version of their more precious Mithrill alloy. it is light and durable. Elven Steel chain mail is made of a chail of small elven steel pieces.

Class: Light Armor (Normal Metal)
Worn on: Torso
Absorb: 5 Damage
Reduces speed by 1
Stealth Value reduced by 2 points
Market Value: 50

Elven-Steel Greaves - Another Elven-steel armor part. Useful until you try sneaking in it.

Class: Light Armor (Normal Metal)
Worn on: Legs
Absorbs: 2 Damage
Reduces speed by 1
Stealth Value reduced by 2 points
Market Value: 40

Elven-Steel chain helm - Basically, a piece of elven-steel rings linked together to form a hood. Jingle, twingle, makes some noise but then again, if that enemy ahead has a skullmasher, you may wish to sacrifice stealth for this saftey-helm.

Class: Light Armor (Normal Metal)
Worn on: head
Absorbs: 2 Damage
Reduces Stealth Value by 2 points
Market Value: 30


Steel Chain Mail - Not much better than your Iron Ringmail, the steel chain mail is nonetheless quite lighter.

Class: Heavy Armor (Normal Metal)
Worn on: Torso
Absorbs: 6
Reduces speed by 2
Reduces Stealth Value by 2 points
Market Value 40


Steel Plate Mail - The first plate you'll meet. A heavy, cumbersome piece , but then, as it covers you, you feel like a turtle in the saftey of its shell. You also move just as slowly

Class: Heavy Armor (Normal Metal)
Worn on: Torso
Absorbs: 8
Reduces speed by 4
Reduces Stealth Value by 5 points
Market Value 50

Steel-plated Half-helm - Covering the head but not the face, the half helm is one friendly thing to have when you're attacked by anything that has the tendency to break heads


Class: Heavy Armor (Normal Metal)
Worn on: Head
Absorb: 3
Market Value 40

Steel-Plated Full-helm - Covering all your head and face, this version of the steel plate helm reduces visibility a bit for the effect of keeping your nose intact and saving your eyes from being poked out

Class: Heavy Armor (Normal Metal)
Worn on: head
Absorb: 4
Reduces Stealth Value by 2 points
Market Value 40


Steel-plate Greaves - A man who has balls of steel, needs not a cup, it is said. However, as your balls, legs and other parts are not made of steel, this is the next best thing.


Class: Heavy Armor (Normal Metal)
Worn on: legs
Absorbs: 6
Reduces speed by 2
Reduces Stealth Value by 2 points
Market Value 50


Steel Gauntlets - Gauntlets of steel.


Class: Heavy Armor (Normal Metal)
Worn on: hands
Absorbs: 1
Increase Unarmed or Martial Proficiency by 1
Market Value 25


Hardened Leather Kite - A Large shield shaped like a kite. A Kite shield offers a better defense than the smaller round shield.


Class: Large Shield, Light Armor (Wood)
Block 5
Reduces Speed by 1


Old Oaken Scutum - A Scutum is a large rectangular shield. Made of old Oak, this scutum offers a better defense than smaller shields for the price of slowing down the owner.


Class: Large Shield, Light Armor (Wood)
Block 6
Adds +1 extra DR when Defending or Protecting from Ranged attacks
Reduces Speed by 2
Market Value: 35


Steel Buckler - A small shield made of steel, this is a step forward from the limited Iron buckler.

Class: Small Shield, Heavy Armor (Normal Metal)
Block 3
Reduces speed by 1
Market Value: 30


Steel broadshield - Bigger than the buckler, this small shield is really going to help you when meeting with some serious foe

Class: Small Shield, Heavy Armor (Normal Metal)
Block 4
Reduces speed by 2
Market Value: 35

Steel Tower Shield - a huge steel shield meant to be used by knights or giants. Offers a great defense, assuming you can actually pick it up from the ground.

Class: Large Shield, Heavy Armor (Normal Metal)
Block 10
Addes 1 Extra DR when Defending or Protecting from Ranged Attacks.
Reduces speed by 5
Market Value: 50


Equipment


Alchemist kit - a must for any budding alchemist. With a mortar and pestle to crush and grind ingredients, a retort to heat things up and an alembic to distill things, this little thing costs a lot but worth it if you mean to make any potions greater than the simple Healing potion.

Class: Equipment
Market Value: 75



Weapon Oil - A bottle of weapon oil used to keep your weapons in top shape.

Class: Potion
Alchemy Skill Required: Basic
Increases Weapon AR by 1 for the next battle
Market Value: 20

Potion of Learning - It is known that wisdom can't be bottled. Oh well... The elves didn't know it. The ground wisdom of dead scholars has been preserved in these potion bottles. Very rare and very costly.

Class: Potion
Alchemy Skill Required: Expert
Effect varies. Will Increase stats, attributes or skills of the hero that drinks it permanently. Read the description on a bottle to know what does.
Market Value: 1000
Quote:
 
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Lord Rogue
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Game Master
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Level 3 Items

Note: Character must be at least level five and have at least Advanced level of the respective weapon/armor proficiency to use Level 3 weapons and armors


Normal Weapons


Elven-Steel Falchion
- Elven-Steel Falchions are common in the ranks of professional Elf militarymen. They are short, slightly curved swords capable of slicing through most kinds of armor.

Class: Sword (short)
Grip: One Hand
Proficiency +3
Parry +5
Attack Range: 1
Elf Bonus - +1 AR main hand of an Elf
Ignores Leather Armor Absorb
Degrades Wooden and Normal Metal Shields 2
Degrades Leather and Normal Metal Armors 2
Market Value: 200 Gold



Orcish Bloodblade - Orcs are seldom prone to traditions, but these swords are an exception. Fashioned out of cow hip bones, the sword has two blades, with an open space in between, where the bone marrow was sucked out. The weapon itself is laced with steel laces to increase the structural integrity. The way the blades are positioned often channels enemy blood into the space in between. Often after battles, the orcs would drink the accumulated blood as a victory ceremony.

Class: Sword (long)
Grip: One Hand
Proficiency +5
Parry +3
Attack Range: 2
Ignores Leather Armor Absorb
Degrades Wooden Shields 1
Degrades Leather Armors 2
Limited Time - The weapon is only good for about 20 battles. With every battle the weapon loses some of its structural integrity until finally it's no longer usable.
Orc Bonus - +2 Attack and +1 Degrade when used by an Orc. If the battle was against a normal live enemy, the Orc may drink in the accumulated blood and recieve a temporary bonus.
Market Value: 200 Gold


Selenian Cutlass - A toothy, ragged blade of high grade folded steel, a Selenian Cutlass is designed to deal damage both when hacking in and when being pulled back out of an enemy's body. A dangeorus, wide-bladed weapon that's extremely dangerous against unarmored targets but is less effective against armor.

Class: Sword (short)
Grip: One Hand
Proficiency +5
Parry +4
Attack Range: 1
Reduces speed by 1
Attack takes TWO combat actions
Enemy absorb value DOUBLED
Human Bonus - +3 Damage and +1 to Added Defense when used by a human
Market Value: 250


Katana - An extremely sharp, slightly curved longsword fashioned from steel folded a thousand times over. A Katana can slice through most anything and is extremely dangerous to any enemy.

Class: Sword (Long)
Grip: Two Hands
Proficiency +5
Parry +3
Attack Range: 2
Enemy Absorb value HALVED
Degrades Armor 2
Degrades Shields 2
Market Value: 350


Baakan Cavalry Saber - Commonly in use by cavalry officers in service of the Baaka barony, cavalry sabers are hardened longswords made of steel and enriched with depeted raw mithrill. Heavy-weight, these weapons are particularly effective against enemies with high attack rating

Class: Sword (Long)
Grip: One hand
Proficiency +4
Parry +5
Attack Range: 2
Mithrillian - Item is easier to enchant.
Market Value: 300



Baakan Berserker Blade - Baakan barony berserkers are all above 1.90 Meters tall, raging and muscular. Their weapon of choice is this monsterous two-handed blade that's taller than some grown men. a wide long blade, almost 2 meters in length, the Berserker Blade is a uniquely powerful sword, assuming you can actually lift it.


Class: Sword (Very Long)
Grip: Two hands
Proficiency +4
Parry +2
Attack Range: 3
Reduces speed by 2
Unbalanced Weapon: attack takes TWO combat actions.
Degrades Shields (wooden and normal metal) 4
Degrades Armor (normal metal) 3
Market Value: 300


Dwarf Noble Ax - a short-shaft axe with a crooked zig-zagged blade designed to cleave through plate-greaves and such armors. The Dwarf Noble Axe is restricted to the use of body guards of nobles. However, a small number of these weapons has been smuggled out of Dwarf Halls or taken off the bodies of dead dwarves and may some times be found in markets.

Class: Axe
Grip: One Hand
Base Attack Rating: 10
Proficiency +4
Parry +2
Degrades Shields and Armor 4
Market Value: 300



Crescent Axe - Normally in use by Seleny's Crescent men, this vicious axe has a blade reminiscent of the moon when it's just at the middle of its waning. The weapon's shape allows for quick slashes and seldom gets jammed in enemy bones.
Class: Axe
Grip: One Hand
Proficiency +4
Parry +2
Attack Range: 1
Cleaving - Ignores 2 points of absorb
Degrades Wooden and Normal Metal Shields 2
Degrades Armor 2
Market Value: 300


Doubleheaded Crescent Axe - Just like it sounds, the double-headed crescent axe has two crescent blades, designed to increase the damage it does by a great deal
Class: Axe
Grip: Two Hands
Proficiency +5
Parry +2
Attack Range: 2
Cleave - Ignores 3 points of Absorb
Degrades Shields and Armor 2
Unbalanced weapon - Takes TWO combat actions to attack
Market Value: 300



Marble Mace - A mace with a head made of a heavy marble ball, marble maces are heavy and clumsy but their sheer weight makes them dangerous blunt weapons.

Class: Axe
Grip: One Hand
Proficiency +3
Parry +3
Attack Range: 2
Reduces speed by 1
Unbalanced Weapon: Attack takes TWO combat actions
Stunning Bonus - Chance to stun on successful blow
Degrades Shields 2
Degrades Armor 1
Smothering Hit - Ignores 25% of Light Armor Absorb
Market Value: 250


Morning Star - A flail with a 40 CMs long chain and a spiked ball, designed to crack and cleave. A Morning Star is hard to master but once mastered, it is a crushing danger to your enemies

Class: Axe
Grip: One Hand
Proficiency +3
Parry +1
Attack Range: 2
Reduces speed by 1
Allows special attack: Spin and Smash - Character spends one combat action whirrling the Morning Star over head and strikes in the second combat action at +3 AR and +2 Degrade
Degrades Armor and Shields 2
Market Value: 250


Elven shortbow - A flexible composite bow in use by elven army units. Using a magical coil for a string, these bows are extremely accurate over medium distances

Class: Bow (short)
Grip: Two Hands
Proficiency +4
Attack Range: 10
Degrade Armors 1
Archer Bonus - +2 AR and +1 degrade when used by Archer class
Market Value: 200

Cheetah-Sinew Bow - made of flexible young Redwood sapling and using cheetah leg sinews as string, this short bow can send an arrow to punch through thick armors with ease.


Class: Bow (Short)
Grip: Two Hands
Proficiency 4
Attack Range: 12
Ignores 2 Absorb point of enemy armor if range is 6 paces or less.
Degrade Armor 1
Value: 350


Grounded Longbow - a 2 meters long bow made out of live bamboo and equipped with a grounding wedge at the bottom. At the beginning of the battle it takes one combat action to hammer the wedge into the ground and stabilize the bow. The bow can then fire very far and penetrate armor in massive degrees. The bow requires a lot of time to master


Class: Bow (Long)
Grip: Two Hands (must be wedged into the ground)
Proficiency +6
Attack Range: Infinite (can hit anywhere in the battlefield)
Ignores 5 Absorb point of enemy armor if range is 8 paces or less.
Expert Bonus - +4 AR if the character has Expert Archery
Degrade Armor 2
Value: 350


Heavy Repeater Crossbow - A heavy crossbow that takes a while to cock despite the repeating mechanism but can breach mostly anything with its awesome power

Class: Crossbow
Grip: Two Hands
Proficiency 5
Attack Range: 12
Attack takes TWO combat actions
Ignores 6 Absorb point of enemy armor.
Market Value: 250


Ironwood Staff - made of strong, sturdy Ironwood, this staff is a heavy, unyielding piece of wood ready to bash some sense into your enemies(or at least bash the sense out of them)

Class: Staff
Grip: Two Hands
Proficiency +4
Parry +4
Attack Range: 3
Allows special move - whirling defense - the character whirls the staff ahead in round patterns, foregoing her attack. This allows the character to use the Parry skill against arrows, bolts and thrown weapons.
Ironwood - Easier to enchant
Market Value: 300


Halberd - a combination between a spear and an axe, this polearm is essentially a steel spear with an axe head on it. the multi-effective head makes this awesome weapon very powerful in the right hands

Class: Polearm
Grip: Two Hands
Proficiency +5
Parry +2
Attack Range: 3
+4 Proficiency Bonus against a target that just moved into range
Degrades Armors and Shields 3
Market Value: 250


Infantry Pike - A long steel pike, designed to be used in phalanx formations or against incoming cavalry. The pike has an extremely long range and can also be hurled like a javelin

Class: Spear
Grip: Two Hands
Proficiency 4
Parry 1
Attack Range: 3
+4 Proficiency Bonus against a target that just moved into range
Degrade Shields and Armor 1
Market Value: 230

when thrown

Proficiency 6
Range: 7
After throwing, the weapon cannot be taken back before the battle ends



Dwarf Quarterpike - A pike, sized to the shortened stature of dwarves. Because of its size it can e used in one hand by Humans, Elves or Orcs

Class: Spear
Grip: One hand (two for Dwarves)
Proficiency 4
Parry 3
Attack Range: 2
Degrades Shields and Armor 1
+4 Proficiency Bonus against a target that just moved into range
Market Value: 230


Snakestrike - An odd steel contraption, the Snakestrike is a rare Morning Island dagger used by the Snake Priests. made of a unique metal commonly called Mourning-Iron, its head splits in to two curving blades reminiscent of a snake's venom fangs.

Class: Dagger
Grip: One Hand
Proficiency +3
Attack Range: 1
Poison - Reduces target's Parry, Block and Dodge by 50% for the remainder of combat on successful hit.
Does not ignore leather armors.
Mourning-Iron - Ignores Magic DR.
Market Value: 200



Amazonian Javelins - A pack of finely-crafted aerodynamic short spears designed to be hurled into short distance.

Pack size: 6 Javelins
Reduces speed by 1 so long as pack has more than 4 javelins in it
Market value: 200

Thrown Stats
Class: Thrown
Grip: One Hand
Proficiency +3
Attack Range: 7
Ignores 3 Absorb


Melee Stats
Class: Spear
Grip: One Hand
Proficiency +2
Attack Range: 2



Armor

Mithrill Copper Chain Mail - Copper chain mail, enriched with Mithrill to increase its overall integrity

Class: Light Armor (Normal Metal)
Worn on: Torso
Absorbs: 5
Mithrillian - Item is easier to enchant
Electrical Conduction - (-2) to Resistance versus Lightning damage.
Reduces speed by 1
Market Value: 200


Mithrill Ring Mail - Mithrill alloy armors are made of the precious, light-weighted and highly magical Mithrill mined by the elves in Ar-Frazon. The Chainmail has an odd purplish tint but is very useful in keeping your precious bodily fluids from getting spilled.

Class: Light Armor (Mithrill)
Worn on: Torso
Absorbs: 7
Reduces speed by 1
Stealth Value reduced by 2 points
Mithrillian - Item is easier to enchant.
Market Value: 400


Mithrill Greaves - Another Mithrill armor part. Keeps your hind out of the fire.

Class: Light Armor (Mithrill)
Worn on: Legs
Absorbs: 5 Damage
Reduces speed by 1
Stealth Value reduced by 2 points
Mithrillian - Item is easier to enchant.
Market Value: 350

Mithrill Half-helm - an armored helm covering the head but neither the face nor the ears (very important for you pointy-eared elves).

Class: Light Armor (Mithrill)
Worn on: head
Absorbs: 2 Damage
Mithrillian - Item is easier to enchant.
Market Value: 350

Mithrill Eagle Head /b] - Usually a sign of a commander in the Elven ranks, Eagle Head helmets come with a full visor shaped like the beak and head of an eagle. Better in defending the face (but not the ears which remain exposed), it doesn't get much better than this on the light armor shelves


Class: Light Armor
Worn on: head
Absorbs: 4
Reduces Stealth Value by 2 points
Mithrillian - Item is easier to enchant.
Market Value: 400



Mithrill Gauntlets - Gauntlets made of Mithrill are more than just another armor part. The combination of being light-weighted and extremely tough makes them highly useful when fighting unarmed.


Class: Light Armor (Mithrill)
Worn on: Hands
Absorbs: 2
Unamred bonus: Increases Proficiency by 3
Mithrillian - Item is easier to enchant.
Market Value: 350


Traxium Chain Mail - Traxium is an easy-to-enchant metal, weighing about the same as high-grade steel but much stronger and more flexible. Chain mails made of Traxium are infinitely stronger than simple steel and are favored by Baronial Cavaliers and such high ranking knights.

Class: Heavy Armor (Traxium)
Worn on: Torso
Absorbs: 9
Reduces speed by 2
Reduces Stealth Value by 2 points
Traxian - Easy to enchant
Market Value 400

Traxium Plate Mail - made out of a single piece of Traxium folded 100 times, this piece of of chest plate is designed to defend its wearer from anything short of a an earthquake

Class: Heavy Armor (Traxium)
Worn on: Torso
Absorbs: 15
Reduces speed by 5
Reduces Stealth Value by 5 points
Traxian - Easy to enchant
Market Value 500


Traxium-plated Half-helm - Covering the head but not the face, the half helm can stand through anything short of a volcanic eruption.

Class: Heavy Armor (Traxium)
Worn on: Head
Absorbs: 7
Traxian - Easy to enchant
Market Value 400

Traxium-Plated Horned Helm - Covering all your head and face, this version of the Traxium-plated helm reduces visibility a bit for the effect of keeping your nose intact and saving your eyes from being poked out. a pair of ornamental horns add a gothic and scary look to your character

Class: Heavy Armor (Traxium)
Worn on: head
Absorbs: 8
Reduces Stealth Value by 2 points
Redyces Alertness Value by 1
Traxian - Easy to enchant
Market Value 450


Spiked Traxium Greaves - Entertaining two elongated spikes at the knees, these traxium greaves make coming into contact with your character dangerous

Class: Heavy Armor (Traxium)
Worn on: legs
Defense Rating: 3
Absorbs: 10 Damage
Reduces speed by 3
Reduces Stealth Value by 2 points
Spiked - Any enemy attacking the character at 1 pace range must dodge or absorb 3 AR attack or abandon the attack.
Traxian - Easy to enchant
Market Value 500


Traxium Spike Gauntlets - Gauntlets made of Traxium, with jagged rims above the knuckles.

Class: Heavy Armor (Traxium)
Worn on: hands
Absorbs: 3 Damage
Increase Unarmed proficiency by 3
Market Value 350


Enamled Polutium Chestplate - Imagine walking inside a block of marble. That's what's Polutium armors are all about. Polutium is a heavy metallic ore which is often found in traxium mines. Highly resistant to magic and looking like a dirty red metal, it is not very popular by smiths. However, if you mess with spell casters this thing may just be what will save your bacon.

Class: Heavy Armor (Polutium)
Worn on: Torso
Absorbs: 20 Damage.
Magic Deflection: Adds 5 Deflect Vs. Magic
Reduces speed by 8
Character may not use Stealth.
Polutian - May not be enchanted, Adds 1 number to chance of resisting magic spells. (this means that with 3 Polutian items on you, you have a 3 out of 6 chance to resist any spell thrown at you)
Market Value 500


Enameld Polutium storm Helm - a full helm with a jagged lightning-like shape on its top, this heavy thing can stand right about anything. Unarmed or martial arts attacks against this jagged helm can cause the attacker to lose a finger or even a hand

Class: Heavy Armor (Polutium)
Worn on: head
Absorbs: 10 Damage
Magic Deflection: Adds 3 Deflect Vs. Magic
Jagged Defense - when attacked by an unarmed character, the attacker must dodge or absorb (only gauntlet and grieves absorb counts!) a 4 AR attack or risk Penalty Scenario.
Reduces Stealth Value by 10 points
Polutian - May not be enchanted, Adds 1 number to chance of resisting magic spells. (this means that with 3 Polutian items on you, you have a 3 out of 6 chance to resist any spell thrown at you)
Market Value 500


Enamled Polutium Grieves - Think about it as walking inside two stone cubes, you'll get the hang of what it feels to wear these grieves. then again, think of an enemy hacking at your legs while they are inside these stone cubes....

Class: Heavy Armor
Worn on: legs
Absorbs: 14 Damage
Magic Deflection: Adds 5 Deflect Vs. Magic
Reduces speed TO 1 regardless of anything else.
Character may not use Stealth in these grieves
Polutian - May not be enchanted, Adds 1 number to chance of resisting magic spells. (this means that with 3 Polutian items on you, you have a 3 out of 6 chance to resist any spell thrown at you)t
May not be used with Martial Arts
Market Value 500


Spartan Mithrill Shield - A Large round Mithrill shield. Very useful against melee weapons.


Class: Large Shield, Light Armor (Mithrill)
Block 9
Mithrillian - Easy to enchant
Reduces Speed by 1
Market Value 300


Army Scutum - An elven-steel Scutum in common use by Elven army units. Elven swordsmen units are trained to close into a Testudo or Tortoise formation in which the shields are placed ahead, above and to the side of the formation, creating a near perfect defense against arrows


Class: Large Shield, Light Armor (Wood)
Block 10
+1 Block bonus against ranged attacks
Reduces Speed by 2
Soldier Bonus - +2 Block when used by Soldier
Market Value: 300


Polutium-laced Steel buckler - It's your normal steel buckler with an added twist.

Class: Small Shield, Heavy Armor (Normal Metal)
Block 4
Ignores degrading attacks that only degrade 1 point.
Magic Deflection: Adds 4 Deflect Vs. Magic
Reduces speed by 2
Polutian - May not be enchanted, Adds 1 number to chance of resisting magic spells. (this means that with 3 Polutian items on you, you have a 3 out of 6 chance to resist any spell thrown at you)
Market Value: 80


Traxium broadshield - A plate of traxium designed by Selenymen to stop savage Draconian halberd strikes

Class: Small Shield, Heavy Armor (Traxian)
Block 8
Reduces speed by 2
Traxian - Easy to enchant
Market Value: 300

Spiked Traxium Tower Shield - There's a massive spike in the middle of this tower shield. When Defending or Protecting, the spike presents a hazard to anyone trying to get through that shield.

Class: Large Shield, Heavy Armor (Traxium)
Block 12
+1 Block against ranged attacks.
Spiked Defense - When Defending or Protecting, any enemy in 2 pace range attacking against the shield must dodge or absorb a 4 AR attack or risk Penalty Scenario
Reduces speed by 5
Traxian - Easy to enchant
Market Value: 350


Traxium Pavise - Designed to protect crossbowmen during the long reloading times, a Pavise is a huge rectangle with a wedged bottom. In one combat action, a crossbowmen hammers the Pavise into the ground. When cocking and reloading the crossbow, the crossbowman ducks behind the pavise, getting a perfect defense from enemy bows and crossbows. When an unoccopied pavise is hammered into the ground, spell casters may hide behind it as well.

Class: Large Shield, Heavy Armor (Traxium)

when carried
Block 14
+2 Block against ranged attacks.
Reduces speed TO 1, regardless of anything.

When hammered into the ground
Missile Immunity - Character is immune to all ranged attacks. Damages which ignore the Absrob value of traxium armors also penetrate the pavise.
Only Crossbowmen and spellcaster can still fight behind a pavise. Other characters may take cover behind the pavise but cannot fight and retain the missilie immunity status
Traxian - Easy to encahnt
Market Value: 350

Master's robe - Normally associated with spell casters, this robe's wide sleeves, flapping ends and baggy pockets of air make hitting the body inside it harder.

Class: Robe
Worn on: Torso+Legs
Flabby - Adds +4 to Dodge defense.
Nage/Arcane Caster bonus - +1 Casting skill, +5 Mana if worn by Mage or Arcane Castrer
Market Value: 350
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