Weapons and Armors


Weapons and Armors

In this game you can use any weapon you want. Their damage will always be accordingly to its tier as seen below.


Melee Weapon
Ranged Weapon
Tier
Small Weapon Damage
Large Weapon Damage
Small Weapon Damage
Large Weapon Damage
1
1d4
1d8
1d6
1d10
2
1d6
1d10
1d8
2d6
3
1d8
2d6
1d10
2d8
4
1d10
2d8
2d6
2d10
5
2d6
2d10
2d8
2d12

Small weapons can be dual wielded to make 2 attacks each turn, but they receive -3 in handicap on attack rolls.

Melee Weapons List:

Name:
Size:
Effect:
Long Blade
Small
n/a
Swords, Katanas, Rapiers, Falchions, Scimitars, Axes, Maces and such.
Small Blade
Small
n/a
Daggers, Knives, Claws, Katars, Sai, Sickles, Kamas, Knuckles, Gauntlets and such.
Long Weapon
Large
n/a
Spears, Scythes, Lances, Halberds, Naginatas, Glaives, Bo staves and such.
Giant Blade
Large
n/a
Greatswords, Battleaxes, Warhammers, Odachis and such.
Whip
Large
n/a










Ranged Weapons List:

Name:
Size:
Effect:
Long Range
Large
Can shoot up to 15 meters away.
Longbow & Crossbow
Handbow
Small
Can shoot up to 10 meters away.




Quivers

Quivers can be placed in the equipment's slot to boost damage of ranged weapons.
Players that have bows and crossbows use quivers to carry their arrows.

Quivers
Tier
Damage Bonus
1
+1
2
+2
3
+3
4
+4
5
+5


Magic Weapons

Magic weapons work differently than Melee and Ranged Weapons. They are used to perform basic attack spells using a trivial amount of mana.

All magic weapons have a 10 meter range and the small weapons can be dual wielded with -2 on attack rolls.

Weapons:
Size
Effect:
Tier
Small Size
Large Size
Staff
Large
n/a
1
1d4
1d8
Scepter
Small
n/a
2
1d6
1d10
Wand
Small
n/a
3
1d8
2d6



4
1d10
2d8
Symbol
Small
Heals instead of dealing damage.
5
2d6
2d10

*When using the symbol to make heals on allies, the user must roll 6 or higher on a d20 to succeed. If being dual wielded, the user will need to roll 8 or higher. Precision does not affect this.

Armours and Shields:

Through the game the player can equip armours that will reduce the damage he takes. The same goes for shields, they can be equipped with any small weapons.

Tier:
Armour Bonus
Shield Bonus
1
2
1
2
4
2
3
6
3
4
8
4
5
10
5

Equipments and Bonuses:

Throughout the adventures you might come across certain items that can be equipped like necklaces, boots, rings, etc. This items will always have one or more specific bonuses.

You can equip 5 different equipments at one time, unused equipment can be kept in bag and can be switched anytime outside battle.

Armours, Shields and Weapons can also have specific bonuses. These bonuses are listed below:

Bonuses:
Effect:
Attack Bonus
Adds a bonus to the player’s attack rolls.
Defense Bonus
Adds a bonus to the player’s defense rolls.
Bonus Damage
Adds bonus damage to the player’s attack.
Critical Chance Bonus
Increase the chance of criting in attack rolls.
HP Increase
Increase the player’s maximum health.
MP Increase
Increase the player’s maximum mana.
Armor Bonus
Gives the player extra armor.
HP Regen
Recover a amount of HP each beginning of the player’s turn.
MP Regen
Recover a amount of MP each beginning of the player’s turn.
Extra Talent
Gives the player a nextra specific talent while equipped with the affected item.
Extra Skill / Spell
Gives the player a nextra specific skill while equipped with the affected item.
Special Effect
Gives the player a special effect created by the GM.
*The specific bonus values will be decided by the GM accordingly to the situation or the player’s level.