IV. Crafting & Equipment

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IV. Crafting & Equipment

Post by Game Master on Sat Jan 20, 2018 9:09 pm



While it's possible to purchase your items, it's also possible to craft them. Items crafted are generally more rewarding than ones purchased since they require more effort, time, and care. Some items can be crafted with your basic tools, others require specific items to obtain. Depending on your chosen Artisan Skills, you may be able to craft some very valuable items.
• Upon creating your character, you may have one (1) Artisan Skill immediately.
• Other than creating your character, Artisan skills can only be obtained through completing related missions.
• All skills require something to make use of. Some require Development Points, others require you to make a thread with a minimum Word Count.
• Things being produced cannot exceed the level of the production skill.
• Production skills also include the necessary gathering skills. Gathering materials isn't required for most skills except Magic Item Crafter, but for story purposes you are able to make use of gathering if you'd like. An example is a blacksmith mining their own ore, cutting their own wood for the forge, etc...
• Upgrading equipment from one level to the next does not require the full WC, but rather the difference in required WC for the current level and the desired level.
• Threads for producing items must be labeled in a specific way, for example... {High King of Tartaros - Production Thread [Herbalist, Blacksmith, Fletcher] HM}
○ The above label broken down translates to:
1.) Who's making the thread (you can use your IC or Account name, if the thread is with multiples include their names as well)
2.) The type of thread (Production)
3.) The things being made in the thread (Potions, melee gear, and a ranged weapon)
4.) Easy Mode or Hard Mode (check Development Points in Magic Prodigy System rules)



are masters at working with magic itself. They're able to control the etherium around them, channel it through themselves and then into any item that isn't already enchanted.
• The level of enchantments made is equal to the Arcanist skill on the one who enchanted it.
• Enchantments must coincide with the rules for equipment.
• Equipment cannot be enchanted with abilities stronger than the item.
• Each enchantment costs 50 Development Points per level of the enchantment.


are excellent at working metal to the point where steel is their body, and fire is its' blood. Some have literally crafted over a thousand blades. They specialize in making weapons and armour out of metal, specifically for melee combat style.
• There are two types of Blacksmiths under the 'Blacksmith' Artisan Skill:
○ Blacksmiths(W) can only make melee weapons.
○ Blacksmiths (A) can only make melee armour.
• Non-Magic staves count as melee weapons
• Blacksmiths cannot make Magic staves as they require a fairy heart, and there's a certain finess required to not destroy the heart while trying to make it a weapon.
• Blacksmiths cannot enchant their own Accessories unless they're also an Arcanist.


make food that's slightly stronger than the stuff you can buy in the General Goods store. Any percentage boost given by General Store food is increased by a base of 6% for Level 1 Cheffs, and +1% more for each level above 1.
• Food is used for applying temporary buffs to characters that normally span a week.
• Food crafted that doesn't apply a percentage buff (like +1 to Strength) lasts +1 days until level 7.
• Food crafted that doesn't apply a percentage buff lasts +7 days, and is doubled at level 10 Cheff. (+2 strength for 2 weeks using the above example)
• Food requires 1,000 words to craft at Level 1, and +250 words per level afterwards.


or Craftswomen in the case of the ladies specialize in making jewelry. Any accessory desired can be made by any and all craftsmen; rings, bracelets, pendants, earrings, anklets, you name it!
• Naturally, craftsmen aren't limited to only accessories. They can make chairs, tables, cabinets, urns, and any other non-linnen decorum they so desire.
• Creating non-equipment accessories, and non-equipment anything requires no WC at all. Feel free to just say 'I made this' and it will be so- just don't try registering something by saying you made it unless you have proof.
• Craftsmen cannot enchant their own Accessories unless they're also an Arcanist.


are able to make ranged weapons. They're like blacksmiths, except they specialize in making weapons to work from a distance. Bows, arrows, crossbows, slingshots, shuriken, etc.. They can make it all, just don't ask them to enchant it too...
• Being good at working with wood, Fletchers can also make some very nice carvings.
• Fletchers cannot enchant their own Accessories unless they're also an Arcanist.


are masters of Herblore; the knowledge of herbs, how they interact with each other, and how they interact with other beings. They can bottle fame, brew glory, and even put a stopper on death!
• Herbalists can hold 1 potion on their person before completing 'The Alchemists' Plight' mission.
• The Word Count requirement for potions is 500WC for level 1 potions, and +100 for each level afterwards.
• You only need to acquire your potions 1 time, it will automatically renew at the beginning of each mission.
• If changing your potion, you'll have to re-acquire it.


specialize in making items with the most powerful object in the world, fairy hearts. These are the people who make massive money, very quickly when they decide to go out and procure their materials themselves. Even level 1 magic weapons and armour cost a minimum of 510,000 Essence because the cost of a single Fairy Heart (500,000 Essence).
• Fairy Hearts can only be obtained by killing (wanna take a wild guess what to kill?) Fairies. Shocking, I know... They're not sold in the General Goods store, and are rare to find in the Enchanted Forest. Because of this, Fae are highly targetted and their hearts are valued at 500,000 Essense for just one.
• All Magic Items (Accessories, Armour, Charms, Weapons) require a Fae's heart to craft, just one.
• Magic Item Crafters can enchant their own creations as most of the magic is already inside the item, it just needs to be directed.


are good at writing, which can be a very valuable skill. Many who pick up a book written by a master scribe find that the pen may not be able to cleave your opponent in half, but it makes it a hell of a lot easier to do it.
• Scribes can create several different kinds of Grimoires; Development, Enhancement, Spell, Competancy, and Magic in order of lowest to highest Word Count.
○ Development Tomes reward +1,500 Development Points to those who read them.
○ Enhancement Grimoires grant 1 month of any boost desired equal to a spell of the Grimoire's level.
○ Spell Grimoires award +1 spell slot. The spell slot is equal to the reader's magic level.
○ Competency Grimoire awards +1, level 1 Character Ability to the one who reads it. 
○ Magic Grimoires are the most wanted by mages. They're capable of holding 10 extra spells within, each of them equal to the level of the Tome itself. These can be activated for no MP one (1) time each, afterwards they cost MP to use.
○ Essence Grimoires turn into essence when they're opened. The amount of essence is equal to the word count requirement for each level.
○ Mana Grimoires increase your base mana depending on the level of the grimoire:
Level
Mana
Gain
1250
2450
3750
41,350
52,350
64,100
77,200
812,550
922,000
1030,000
○○○Limits to use of items: 1 Magic Grimoire ever, 1 Spell Grimoire per magic level, 1 Competency grimoire after each Special Mission, and 1 Enhancement Grimoire ever active at any given time. You may use 1 Mana Grimoire of each level, which must be linked in your Combat Registry.

Word Count for Tome Crafting
Grimoire Level12345678910
Development------------------15,000----------------------------------------
Enhancement2,5003,0003,5004,5005,5006,5009,00010,50012,00015,000
Spell------------------------8,000------------------------------
Competency------------------------------------------------13,00015,000
Magic5,0007,0009,00012,00015,00018,00022,00026,00030,00050,000
Essence2,0003,0004,0005,0006,0007,0008,0009,00010,00015,000
Mana3,0003,5004,0004,5005,0008,00010,00012,50015,00020,0000


make Charms for others. The charms are able to hold more enchantments than any other item, but have their own downsides. Spiritualists are also able to commune with spirits, as their name might imply.
• Beyond creating Charms, a Spiritualist can also craft Divine Equipment.
• Divine Equipment has many requirements:
○ Level 10 Spiritualist
○ Complete 'A Spiritualists Secret' mission.
○ 10 Divine Rhino Horns
○ 10 Fallen Star Chunks
○ 10 Divine Leather
○ 5 Fae Hearts
○ 1 Level 10 Base Item
○ 1 Level 10 Equipment
○ 30,000 Words
• The piece of Equipment used for crafting the Divine Equipment will be the resulting equipment. So if you use a Level 10 Armour, you'll get a Divine Armour from the crafting.
• Spiritualists can enchant any item they craft as the gods themselves endow that item with its' power, the spiritualist merely asks them for what they need (still costs development points).

are masters of the loom, able to weave fine clothes. They can make robes for Arcanists to enchant for their apprentices, or spectacular armour for the skilled hunter or assassin.
• Tailors are unable to make enchanted robes (unless they're also an Arcanist), but they can make the robes and give them to an Arcanist to enchant for them.
• Tailors can only make Ranged armour, or the base for Magic Armour- never melee.


Word Count for Crafting Items
The below chart applies to any production skill where a Word Count is not explicitly written.
Item LevelWord Count
1500
2750
31,000
41,500
52,000
62,500
73,500
84,500
96,000
108,000


Divine Items
Divine Rhino Horns, Divine Leather, and Fallen Star Chunks can all be obtained from rolling the "Divinity Dice" as a reward from specific quests. The dice will randomly award 1 item. You may also obtain these items from site events, random events, and from Discord events when they're held.

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Re: IV. Crafting & Equipment

Post by Game Master on Sat Jan 20, 2018 9:25 pm

Equipment
• Equipment is the general term for items worn that have an impact on combat.
• Some equipment are easy to find, others are more obscure.
• Players all have 5 Equipment Slots, each piece of equipment takes up 1 slot.
• You can use Character Abilities to increase the amount of Equipment Slots you have by +1. The maximum slot gain is +3.
• You can use Pet Abilities to increase that individual pets' maximum equipment slots by +1.
• There's 4 types of equipment: Charms, Accessories, Weapons, and Armour. Each equipment type has its' advantages and disadvantages.


Charms
Charms are items with some sort of tie to a god or goddess. They're normally spirit pouches, but can also be any other object that's sanctified by a Priest or Priestess. The exception to this is if the item is also a different type of equipment; so you cannot have a Charm-Sword, or Charm-Gauntlet.
• Charms deal 0 damage, period.
• Charms cannot be destroyed through normal means.
• Charms cannot have Active Abilities.
• All abilities on a Charm must have something to do with the other abilities.
• Charms have 3 abilities, all equal to the level of the charm itself.


Weapons
• Melee weapons are items used to hitting opponents to deal damage. These can include, but are not limited to: Scythes, Swords, Clubs, Mauls, Maces, Flails, Daggers, and Brass Knuckles. Anything that requires you to get up close and personal with an opponent, that you need to swing to physically hit them with is a melee weapon.
• Ranged weapons are anything used to deal non-magical damage from a distance. These can include bows, crossbows, ballistae, slingshots, throwing darts, throwing knives, and throwing axes. These aren't the only types of ranged weapons, but rather a few example. (Note: Guns are not allowed.)
• Magic weapons are the rarest form of weapon and by far the most expensive for good reason. Inside each and every magic weapon is two things; Enchanted materials which either means finding an Elf or going in the Enchanted Forest, and Fairy Hearts- which means someone has to kill a Fairy. Magic weapons can be Staves, Gloves, Talismans, Wands, or anything else that can't be used for bludgeoning or firing stabby things.
• All weapons have 2 Ability Slots that can be active or passive.
• Weapon abilities must be Offensive in nature. This has some leeway depending on the desired ability, but is mostly set in stone.
• Magic Weapons allow any spell that requires that weapon to be cast, to be cast without needing to announce the spell.
• Magic Weapons fire bolts of non-elemental magic. These bolts move slower than ranged weapon projectiles, but hit just as hard.


Armor
Armour is any item that you wear during combat to protect that area of your being. There are three kinds of armour: Arcane, Leather, and Metal. Naturally, there are some versions of armour that crosses with others, but these are the three basic ones.
• Arcane Armour is essentially clothes for mages. The armour is light-weight and easy to move around in. It has very little to offer in terms of defensive capabilities, but if you're a mage on the front lines, you're not a mage.
• Leather Armour is best suited for rangers, and assassins. The armour is okay at taking magic and melee attacks, and is the best to use against mages since it provides good defensive ability, and still allows for fast movement. The fact that it doesn't normally clank or jangle when sneaking up on them is a plus too.
• Metal Armour offers excellent protection against melee and some ranged attacks depending on the weapon being used, but are aweful for taking on mages. Plate metal can be used to stop slashing and stabbing attacks, but are weak to crushing. Chain metal is good for slashing and crushing attacks, but is very weak to stabbing.
• Armour has 2 ability slots.
• Armour abilities must be Defensive in nature. This has some leeway depending on the desired ability, but is mostly set in stone.


Accessories
Accessories can be rings, necklaces, pendants, anklets, bracelets, earrings, or any other small trinket you can wear on your person. They offer the same concealability as Charms, but are easier to create.
• Accessories each have 1 ability slot.
• Abilities on Accessories must be passive.
• It takes 3 Accessories to use 1 equipment slot.
• Accessories' abilities are the same level as the equipment itself.


Damage & Durability
Damage dealt by weapons is decided by RP during PvP, and PvE. There is no HP system on this site, nor is there a damage system. Since there's no damage system, there's also no durability system. The point at which your weapon shatters into a million pieces is up to you. Try and be logical when combatting in PvP, and give the combat rules a once-over.

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