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Weapons; Rules
Topic Started: Apr 27 2016, 04:58 PM (335 Views)
Tenys Delyx
Member Avatar
High Elf
Weapon Types
NameRanged/MeleeExtra damageExtra RulesRunes/Enchantments
Short SwordM0-3
Long SwordM+1-4
Hunting BowR-1Two Handed2
Long BowR0Two Handed2
CrossbowR+2Always attacks last (6)
Two Handed
2
Recurve BowR+1Two Handed3
SpearBoth+1Two Handed4
AxeM+1Always attacks last (7)3
Battle AxeM+2Always attacks last (3)
Two Handed
4
HalberdM+3Always attacks last (2)
Two Handed
4
DaggerM-1Always attacks first (2)1
ShivM-2Always attacks first (1)0
JavelinBoth-1Always attacks first (3)2
SlingBoth-3-0
MaceM+1-3
BroadswordM+2Two Handed
Always attacks last (5)
4
WarhammerM+4Two Handed
Always attacks last (1)
4
KatanaM+3Two Handed
Always attacks last (4)
4
Hidden DaggerM+2 (if in stealth)Always attacks first (5)1
Killing BladeM+5 (if in stealth)Always attacks first (6)2
Long KnifeM-1Always attacks first (7)2
Hunting KnifeM-1-1
Throwing Knives/StarsR0Always attacks first (4)1
ScimitarM+1-3
ClubM0Stuns on a critical hit2
Fighting StaffM+1Stuns on a critical hit4
BlowpipeR-1Poisons are 2x effective
Always attacks first (3)
1
Magic StaffM0-(player level divided by 2 rounding up) to cast spells
e.g at level 10, -5 to cast spells
4
Necromantic StaffM0-(player level divided by 2 rounding up) to cast spells from the necromancy doctrine
e.g at level 10, -5 to cast spells
4
Druid StaffM0-(player level) to cast spells from the druid's doctrine
e.g at level 10, -10 to cast spells
4

Weapon Prefixes
PrefixExtra DamageEffectFind Chance
Goblin-1-0 damage for goblins0-7
Iron (Ash for bows)0-8-17
Steel (Yew for bows)+1-18-24
Heilmar (Jadwood for bows)+3-24-25
Wooden-1-26-30
Makeshift-1-31-35
Elven+1+2 damage for elves36-38
Dwarven+1+2 damage for dwarves38-40
Magical0+1 wisdom40-42
Runic0+1 Rune/Enchantment43-44
Light0+1 Dexterity45-47
Heavy0+1 Strength48-50
Bone-1--
Dragonbone+4--

Weapon Tiers
TierDamage ModifierCraft ValueFind Chance
Broken-301-8
Rusty-259-16
Old-11017-24
Normal02025-37
Honed+12537-42
Powerful+23542-46
Immaculate+34045-47
Perfect+44548-49
Legendary+55050

Weapon Tiers II
TierFortitude
Broken0
Rusty5
Old10
Normal15
Honed20
Powerful25
Immaculate30
Perfect35
Legendary40 (max 50)

Ammunition
AmmunitionDamage Modifier
Slingstones-1
Blowpipe darts-1
Goblin Arrow-1
Iron Arrow+0
Steel Arrow+1
Heilmar arrow+3
Wooden arrow-2
Bone arrow0
Dragonbone arrow+4
Edited by Tenys Delyx, May 1 2016, 05:29 PM.
The king has spoken!
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Tenys Delyx
Member Avatar
High Elf
Random Loot
Npcs (such as bandits) who are non-unique will have random loot.
Normally the weapon type will be given, but the prefix/tier will not
Roll a d50 to determine prefix (some npcs will give double prefix weapons)
Roll another d50 to determine tier
eg. I loot a bandit. He has a short sword. I then roll d50 ([result]20&20,1d50,0,20&1d50[/result]) which gives the shortsword the prefix steel. I then roll another d50 ([result]36&36,1d50,0,36&1d50[/result]) which gives the shortsword the tier normal

Weapon Damage
An equation for working out damage done:
Damage = (number of dice rolled -1)D6 + (weapon modifiers x level modifier)
Damage: the total damage dealt
(Number of dice rolled -1)D6: Players choose how many dice to roll, for damage, you roll one less than this. So if you roll 2d6 you do 1d6 damage, if you roll 3d6 you do 2d6 damage, and so on.
(weapon modifiers x level modifier): Weapon modifiers come from a weapon's stats, for example my shortsword has a +1 weapon modifier because it is steel.
Your level modifier starts at 1, but for every 10 levels you go up, it goes up by 1. So if you are above level 10, it is 2, if you are above level 20, it is three, and so on.
So if my character is level 23, and I use my steel shortsword to attack a bandit, I first choose how many dice to roll. I choose to roll 3 dice, and I hit the bandit (because I roll under my strength value). I then determine damage. Damage = (number of dice rolled (3) -1)D6 + (weapon modifiers (1) x level modifier (3) ) So I roll 2D6 and add 3 to this and deal [result]8&3:2,2d6,3,8&2d6+3[/result] damage.

Crafting
Crafting works like casting spells, but using dexterity. At a forge, you roll 2D6 and add your dexterity, and you craft the weapon at the tier whose crafting value you have exceeded.
For example, I decide to craft a spear, and my dexterity is 18, so I roll 2D6 and add 18, giving me [result]28&4:6,2d6,18,28&2d6+18[/result]. I have crafted a honed tier spear.

Fortitude
All weapons start with the top fortitude of their level, for example, my honed spear would have 24 fortitude, and my normal sword would have 19. Fortitude decreases by 1 for every battle (but not every enemy, so, if you were fighting wolves and then went back to a town, your fortitude would decrease by one when you stop fighting). When fortitude drops down a level, the weapon goes down a tier. For example, if my honed spear's fortitude drops below 20, it would become a normal spear.
Improving/repairing weapons works like crafting. You roll 2d6 and add your dexterity, and you can improve/repair your weapon up to the tier you have exceeded.

Always attacks first/last
Normally, in combat, the combatant with the highest dexterity will attack first. However, some weapons mean that the combatant using them attacks first/last. In the case of two of these weapons being used against each other, the one with the lowest number in brackets next to it (e.g. a shiv has always strikes first (1)) will take the top priority of the rule. So if someone with a shiv was fighting someone with a dagger (2) the shiv attacks first, and similarly for always strikes last. If two weapons have the same priority, the combatant with the higher dexterity goes first. If both combatants have the same dexterity, they are considered to be attacking at the same time.
Edited by Tenys Delyx, Apr 28 2016, 06:53 PM.
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