Post by N3B on Mar 25, 2004 21:11:17 GMT -5
[glow=red,2,300]You open a well worn and well maintained tome. Inside, you find a manual dedicated to the weapons, armor, and other artifacts of battle used in the world of Terra. The common items are printed in a businesslike typeface, and illuminated with spartan, functional illustrations. However, scribbled in the margins and on the blank pages in the front and back of the book, are fanciful drawings and embellished descriptions of magical weapons, imbued with all manner of exotic powers.[/glow]
Melee Weapons
Copper Sword
Req. str: 1
dmg: 40
Expansion: 0 slots
value: 40 XP
Description: A basic one-handed sword, cheap and easy to manufacture. It is made from an alloy composed primarily of copper, which means it does not keep an edge well. It is a weapon typically used by guardsmen or beginners.
Club
Req. STR: 10
dmg: 25
Expansion: 1 slot
value: 50 XP
Description: A wooden club, typically hewn from oak or another hard wood. Small and simply designed, these clubs are the choice of the unsophisticated warrior.
Bronze Dagger
Req. STR: 5
Req. DEX: 15
dmg: 30
Expansion: 1 slot
value: 75 XP
Description: A small knife crafted from bronze and designed for combat. Its small size and ease of use makes it the ideal choice for thieves and assassins, at least until they find something more deadly.
Epee
Req. STR: 10
Req. DEX: 20
dmg: 45
Expansion: 0 slots
value: 150 XP
Description: A fencing sword, designed more for training than combat. The blade is very thin and flexible, though the ones used by warriors often have very sharp tips to make up for the fact that they are not designed to inflict major damage normally. These swords have no edge, and are meant to be used for thrusting and parrying only.
Hand Axe
Req. STR: 15
dmg: 55
Expansion: 2 slots
Value: 300 XP
Description: A basic one-handed axe with a single head. These are used as frequently for fighting as for chopping firewood, but the iron head can inflict grievous wounds nonetheless.
Rapier
Req. str: 10
Req. dex: 25
dmg: 60
Expansion: 1 slot
value: 200 XP
Description: A long, thin blade, the choice of gentlemen and those who prefer finesse to raw power. While this weapon was originally designed for fencing, it does have an edge, unlike the epee. This means it is well suited for slashing, though it remains deadly when used to thrust.
Short Sword
Req. str: 20
dmg: 70
Expansion: 2 slots
value: 350 XP
Description: A sword 1 to 2 feet in length and forged from iron or steel, making it much more effective than its copper counterpart. Though better suited for stabbing than slashing, it can be used for a variety of manuvers. These are the preferred weapon of guards, for its low cost and ease of use, and of thieves, who appreciate its ability to be concealed as well as its improved killing power versus most knives.
Broad Sword
Req. STR: 35
dmg: 80
Expansion: 3 slots
value: 500 XP
Description: A wide-bladed steel sword, 2 to 3 feet in length. These tend to be very heavy and slightly unwieldy to swing, but their increased ability to inflict damage easily balances this out in most warrior's minds. Even if the edge is blunted on a broadsword, their weight will often be enough to cause significant damage nonetheless. A staple of warriors across the world.
War Hammer
Req. STR: 45
dmg: 85
Expansion: 3 slots
value: 600 XP
Description: A heavy iron or steel hammer, specifically designed to be wielded with one hand. These weapons are easily capable of shattering bones and crushing vital organs, but they require great strength to wield properly. These weapons are often seen in the hands of warrior-priests, who will pair them with a shield for superior attack and defense.
Long Sword
Req. STR: 35
Req. DEX: 35
dmg: 90
Expansion: 2 slots
value: 750 XP
Description: A finely crafted steel blade 3 to 4 feet in length. Most long swords are carefully balanced when they are forged, making them less strength intensive than some other weapons, but consequently requiring more finesse to wield with skill. An experienced swordsman can use a quality long sword to inflict more damage than many comparable weapons, since the balance of the blade allows much more precise targetting of blows.
Battle Axe
Req. STR: 65
dmg: 95
Expansion: 3 slots
value: 900 XP
Description: A large double-headed axe, nonetheless designed to be wielded one-handed. Battle axes can inflict tremendous amounts of damage, but consequently require similarly tremendous amounts of strength to be used in any sort of effective fashion. Dwarven warriors are known to prefer these to other types of weapons.
Katana
Req. STR: 40
Req. DEX: 50
dmg: 100
Expansion: 2 slots
value: 1000 XP
Description: A single-edged blade, forged to the highest tolerances possible. A special method of folding the heated steel is used to create the distinctive hardness and keen edge of these weapons. In addition, katanas are very finely balanced, to the point where the back side of the blade can be rested on a single finger, and the sword will not fall. It is said that the techniques used to forge these weapons were learned from smiths in a far off land, long ago.
Two-handed Melee Weapons
Bastard Sword
Req. STR: 20
dmg: 80
Expansion: 2 slots
value: 400 XP
Description: A very large sword, 5 to 6 feet in length. While it is possible to wield the weapon with either one or two hands, it tends to be very unwieldy without the second hand to aid in controlling the swing. Acquired its name as a joke; since it can be wielded as a one or two-handed sword, it became known as the "bastard child of a long sword and a claymore." Over the years, the concept evolved into the name of the weapons, which remains today.
Claymore
Req. STR: 40
dmg: 100
Expansion: 4 slots
value: 950 XP
Description: A huge sword, 6 or more feet in length, and possibly a foot or more in width. Claymores inflict brutal damage, as much through simple weight as a keen edge. Berserkers are known to prefer wielding these weapons, since they are not concerned with defense.
Battle Hammer
Req. STR: 60
dmg: 120
Expansion: 4 slots
value: 1200 XP
Description: An enormous steel hammer, designed to be swung with both hands. Only warriors with the most herculean levels of strength can hope to wield a battle hammer; many cannot manage much more than simply dragging the weapon around. The strongest warrior-priests will occasionally carry these to battle, as much to intimidate their foes as to destroy them.
Ranged Weapons
Short Bow
Req. DEX: 1
dmg: 30
Expansion: 0 slots
value: 50 XP
Description: A small bow with a weak draw, used mainly for training. However, they are nonetheless dangerous, and tend to be the preferred weapons of archers on a budget.
Hunting Bow
Req. DEX: 20
dmg: 40
Expansion: 1 slot
value: 200 XP
Description: A bow used primarily for hunting game. It is larger than a short bow, and has a heavier draw, which aids the user's ability to bring down larger animals.
Throwing Knives
Req. DEX: 25
Req. STR: 15
dmg: 50
Expansion: 0 slots
value: 350 XP
Description: A set of knives balanced for throwing. Because of the particular structure of balanced knives, they are not well suited for melee combat. These weapons are preferred by those who would strike at their targets quietly and from a distance; thieves and assassins tend to be well versed in their use.
Crossbow
Req. DEX: 40
dmg: 60
Expansion: 2 slots
value: 500 XP
Description: A trigger activated bow with an automatic firing mechanism. Crossbows rely on large, compressed springs to generate the propelling force for their ammunition. As such, they can inflict heavy damage with a minimum of strength required; most of the effort on the part of the wielder is spent recocking the firing mechanism.
Long Bow
Req. DEX: 45
Req. STR: 35
dmg: 70
Expansion: 3 slots
value: 750 XP
Description: A large bow, 4 or more feet tall. The great size of these bows allows them to have a much heavier draw than smaller models, but they consequently require a fair amount of strength to use correctly. These weapons are most frequently used by battlefield archers, since they have a barrier of melee troops in between them and the enemy; this allows them to set up and fire their weapons without interruption, and then the increased range and killing power of the long bow pays off.
Composite Bow
Req. DEX: 60
dmg: 80
Expansion: 2 slots
value: 1000 XP
Description: An improved version of the hunting bow, made from a composite of various materials. Its special construction allows it much more flexibility than other bows of its size, increasing its overall power. However, the ingredients used in creating the composite material are relatively rare, and quite expensive, meaning that this weapon is not in widespread use.
Runes
Cure Rune
Heals +25 health
Req. INT: 1
Req. Skill: Magic
Limit: 3/3
Value: 20 XP
Fireball Rune
Inflicts 20 fire damage
Req. INT: 1
Req. Skill: Magic
Limit: 15/15
Value: 10 XP
Thunder Bolt Rune
Inflicts 30 thunder damage
Req. INT: 1
Req. Skill: Magic
Limit: 5/5
Value: 20 XP
Blizzard Rune
Inflicts 40 ice damage
Req. INT: 30
Req. Skill: Magic
Limit: 10/10
Value: 200 XP
Gale Rune
Inflicts 55 wind damage
Req. INT: 45
Req. Skill: Magic
Limit: 5/5
Value: 350 XP
Ice Chill Rune
Freezes your foe, and inflicts 15 ice damage
Req. INT: 35
Req. Skill: Magic
Limit: 2/2
Value: 450 XP
Fire Blast
Inflicts 75 Fire damage on up to 3 enemies (damage divided by number of enemies)
Req. INT: 55
Req. Skill: Magic
Limit: 15/15
Value: 500 XP
First Aid Rune
Heals +65 health
Req. INT: 30
Req. Skill: Magic
Limit: 4/4
Value: 200 XP
Miasma Rune
Poisons your foe
Req. INT: 20
Req. Skill: Magic
Limit: 3/3
Value: 200 XP
Darkness Rune
Blinds your foe
Req. INT: 20
Req. Skill: Magic
Limit: 1/1
Value: 300 XP
Armor
Novice's Armor
Req. DEF: 1
p.def: 15
m.def: 5
Expansion: 0 slots
value: 50 XP
Description: A light suit of armor, made from a hodegpodge of soft leather and thin metal. While not terribly effective at resisting damage, it is better than having nothing at all.
Light Armor
Req. DEF: 1
p.def: 10
m.def: 10
Expansion: 0 slots
Value: 50 XP
Description: Soft leather garb, preferred by those who do not expect to see direct combat. Nearly completely ineffective at stopping blows, but it is comfortable and easy to move around in.
Light Robe
Req. DEF: 1
p.def: 5
m.def: 15
Expansion: 0 slots
Value: 50 XP
Description: A simple linen robe, which usually denotes the wearer as an apprentice magician. More useful as a sign of rank than as genuine protection.
Leather Armor
Req. DEF: 20
p.def: 25
m.def: 10
Req. Skill: Melee
Expansion: 1 slot
Value: 150 XP
Description: A suit of light armor fashioned from strips and sheets of boiled and tanned leather. Offers reasonable protection for a reasonable price, and is often used by guards on a budget for that reason.
Cloth Armor
Req. DEF: 20
p.def: 20
m.def: 15
Req. Skill: Ranged
Expansion: 1 slot
Value: 150 XP
Description: A heavy, padded hauberk made from layers of heavy cloth. While still easy to move around in, it will not do much to stop direct attacks.
Cloth Robe
Req. DEF: 20
p.def: 10
m.def: 25
Req. Skill: Magic
Expansion: 1 slot
Value: 150 XP
Description: A long robe woven from high quality wool. Mainly worn to signify that the wearer has completed their magical apprenticeship, or to keep warm.
Hardened Leather
Req. DEF: 35
p.def: 35
m.def: 15
Req. Skill: Melee
Expansion: 1 slot
Value: 350 XP
Description: A suit of leather armor, hardened using a special process. Much more effective at stopping blows than typical leather armor, but still affordable. As such, this armor is commonly seen on mercenaries and hired swords, who have a bit of money to spend and value the additional protection.
Wanderer's Cloak
Req. DEF: 35
p.def: 25
m.def: 25
Req. Skill: Ranged
Expansion: 1 slot
Value: 350 XP
Description: A cloak woven from thread that resists cuts and tears. As such, it is not only useful for long journeys, but also as a means of protection.
Silk Robe
Req. DEF: 35
p.def: 15
m.def: 35
Req. Skill: Magic
Expansion: 1 slot
Value: 350 XP
Description: Robes woven from fine silk. These denote the wearer as an established mage. The innate properties of the silk also make these robes effective for deflecting hostile spells.
Studded Leather
Req. DEF: 45
p.def: 45
m.def: 20
Req. Skill: Melee
Expansion: 2 slots
Value: 500 XP
Description: A suit of leather armor, which was fitted with an array of metal plates and studs during fabrication. The metal is located between layers of leather, and makes the armor effective at turning blades and arrows, so long as the blow impacts a metal stud instead of a less protected area.
Martial Arts Gi
Req. DEF: 45
p.def: 35
m.def: 30
Req. Skill: Ranged
Expansion: 2 slots
Value: 500 XP
Description: A set of light but sturdy clothes, created using a process from a far away land. Though originally worn by fighters who preferred unarmed combat, they have since been adopted by others who appreciate moderate protection with full freedom of movement.
Acolyte's Robe
Req. DEF: 45
p.def: 20
m.def: 45
Req. Skill: Magic
Expansion: 2 slots
Value: 500 XP
Description: A set of robes woven from silk thread, and colored with a magical dye. The color of the dye signifies which element the wearer is a devotee of, and will alter its color of its own accord depending on who dons it, though by no means is the wearer forbidden from using spells of other elements. The dye, regardless of color, also improves the protective powers of the robes, especially in regards to their ability to dispel hostile spells.
Ringmail
Req. DEF: 55
p.def: 60
m.def: 25
Req. Skill: Melee
Expansion: 2 slots
Value: 650 XP
Description: A suit of armor crafted from large, interlinked iron rings, worn atop a leather hauberk. While offering reasonable levels of protection from wide-bladed swords, axes, and similar slashing weapons, thrusting swords or arrows can often pass between the holes of the rings, forcing the wearer to rely on the leather beneath for protection. Because of these flaws, this is not a popular style of armor, despite the fact that it is undeniably more effective than any type of leather alone.
Forest Cloak
Req. DEF: 55
p.def: 45
m.def: 40
Req. Skill: Ranged
Expansion: 2 slots
Value: 650 XP
Description: A cloak fashioned from layers of special cloth, which allows it to mimic the appearance of leaves and foliage. While most useful for camoflauge, the material used and particular craftmanship allows the cloak to deflect both physical blows and magical energies reasonably well.
Mage's Robe
Req. DEF: 55
p.def: 30
m.def: 60
Req. Skill: Magic
Expansion: 2 slots
Value: 650 XP
Description: A set of enchanted silk robes which signify that the wearer has mastered the use of multiple elements. The robes seem to shimmer with many colors, subtly changing depending on the viewing angle.
Chainmail
Req. DEF: 70
p.def: 75
m.def: 35
Req. Skill: Melee
Expansion: 2 slots
Value: 850 XP
Description: A suit of armor composed of thousands of tiny, interlinked steel rings, worn over a padded hauberk. Chainmail offers vastly improved protection above ringmail against piercing weapons, though it is not perfect in that regard by any means. However, most soldiers and guardsmen of means will often be seen wearing chainmail, as it offers greater freedom of movement above heavier suits of metal armor, while also providing much greater protection than leather armors or ringmail.
Ninja Garb
Req. DEF: 70
p.def: 55
m.def: 55
Req. Skill: Ranged
Expansion: 2 slots
Value: 850 XP
Description: A full body suit of tight-fitting clothing that originated from a distant land. Though these can be dyed any color, they are most often seen in black, making them the optimal choice for those who wish to operate unseen in darkness. While the ninja garb would seem to offer poor protection on the surface, it is actually superior to many other items of similar clothing due to the fact that thin metal plates are strategically woven into the material in order to protect vital areas.
Wizard's Robe
Req. DEF: 70
p.def: 35
m.def: 75
Req. Skill: Magic
Expansion: 2 slots
Value: 850 XP
Description: An enchanted robe woven from silk, that identifies the wearer as an experienced magician with their own apprentice. While more simple and plain in appearance than the mage's robes, powerful magic suffuses these robes and enables them to deflect spells of even significant power.
Paladin's Armor
Req.Def: 100
p.def: 100
m.def: 100
Req.Skill: Magic, Ranged, Melee
Expansion: 4 slots
Value: 1500 XP
Description: A powerful suit of armor, for which the forging techniques were lost centuries ago. Though seemingly designed to only protect the body from the neck down to the waist, this armor is suffused with magical powers that allow it to deflect both weapons and spells with equal ease. It carries a triple sigil on its chestplate, with each representing one of the major schools of battle; melee combat, ranged combat, and spellcasting. While highly coveted by devotees of each of the three schools, it is said that only those with not just significant fortitude, but mastery of all aspects of combat, will be accepted as worthy to use the armor by the magical energies that course within it.
Shields
Wood shield
Req. defense: 1
p.def: 5
m.def: 0
Expansion: 0 slots
Value: 10 XP
Description: A simple shield fashioned from strips of wood bound together with bronze bands. Not terribly useful for deflecting blows, and utterly useless against spells, but costs nearly nothing to make. As such, novice warriors can commonly be seen carrying these.
Buckler
Req. defense: 10
p.def: 10
m.def: 0
Expansion: 1 slot
Value: 50 XP
Description: A small shield crafted from thin metal, designed to be buckled to the forearm. While the metal is capable of stopping or deflecting blows, the small size of this shield makes its effectiveness questionable at best.
Bronze Shield
Req. defense: 25
p.def: 15
m.def: 0
Expansion: 2 slots
Value: 150 XP
Description: A medium-sized shield crafted from beaten bronze. Though large enough to stop attacks effectively, the relatively soft metal means that repeated attacks can wear this shield down until it is little more than a bent, twisted pile of scrap.
Round Shield
Req. defense: 40
p.def: 20
m.def: 0
Expansion: 1 slot
Value: 250 XP
Description: A large, circular shield made from a block of wood with hardened leather stretched across the surface. While the large size makes it effective at repelling blows, the materials used in its construction make it only able to resist those blows for so long. The shape of this shield makes it a popular choice of its users to affix metal spikes through the shield, increasing its ability to intimidate and making it a threat to any who draw too close to it.
Iron Shield
Req. defense: 55
p.def: 25
m.def: 0
Expansion: 2 slots
Value: 350 XP
Description: A medium-sized shield forged entirely from iron. This shield is tough, durable, and of a sufficient size to offer significant protection in battle, even from repeated blows against it.
Kite Shield
Req. defense: 70
p.def: 30
m.def: 0
Expansion: 2 slots
Value: 450 XP
A medium-sized shield forged from steel. While offering superior protection to its iron counterpart, it is also much heavier and more taxing on the user. Its name originates from its distinctive, diamond-like shape.
Accessories
Silver Ring
Desc: No innate abilities. Can be equipped as an accessory (up to 2 at once, hand location).
Expansion: 1 slot (socketing only)
Value: 50 XP
Silver Anklet
Desc: No innate abilities. Can be equipped as an accessory (up to 2 at once, foot location).
Expansion: 1 slot (socketing only)
Value: 50 XP
Silver Brooch
Desc: No innate abilities. Can be equipped as an accessory (only one, neck location).
Expansion: 1 slot (socketing only)
Value: 50 XP
Silver Necklace
Desc: No innate abilities. Can be equipped as an accessory (only one, neck loaction).
Expansion: 2 slots (socketing only)
Value: 100 XP
Silver Bracelet
Desc: No innate abilities. Can be equipped as an accessory (up to 2 at once, wrist location).
Expansion: 2 slots (socketing only)
Value: 100 XP
Leather Gloves
Desc: +2 physical defense. Can be equipped as an accessory (only one, both hand locations).
Expansion: 0 slots
Value: 100 XP
Bronze Gauntlets
Desc: +3 physical defense. Can be equipped as an accessory (only one, both hand locations).
Expansion: 1 slot
Value: 150 XP
Iron Gauntlets
Desc: +5 physical defense, +2 magical defense. Can be equipped as an accessory (only one, both hand locations).
Expansion: 2 slots
Value: 250 XP
Heavy Boots
Desc: +3 physical defense. Can be equipped as an accessory (only one, both foot locations).
Expansion: 0 slots
Value: 150 XP
Greaves
Desc: +5 physical defense, +2 magical defense. Can be equipped as an accessory (only one, both foot locations).
Expansion: 2 slots
Value: 250 XP
Bracers
Desc: +5 physical defense. Can be equipped as an accessory (only one, both wrist locations).
Expansion: 2 slots
Value: 250 XP
Consumables
Herbs: 10 XP
Heals +20 health
Potion: 25 XP
Heals +50 health
Antidote: 5 XP
Cures poison
Eye Drops: 5 XP
Cures Blindness
Muscle Relaxants: 5 XP
Cures Paralysis
Throat Lozenge: 5 XP
Cures Silence
Defroster: 5 XP
Cures Freezing
Mana Shard: 100 XP
Recharges 10% of the total number of uses to a single rune (round fractions down)
Mana Stone: 250 XP
Recharges 25% of the total number of uses to a single rune (round fractions down)
Mana Crystal: 500 XP
Recharges 50% of the total number of uses to a single rune (round fractions down)
Mana Source: 1000 XP
Recharges a single rune completely
Melee Weapons
Copper Sword
Req. str: 1
dmg: 40
Expansion: 0 slots
value: 40 XP
Description: A basic one-handed sword, cheap and easy to manufacture. It is made from an alloy composed primarily of copper, which means it does not keep an edge well. It is a weapon typically used by guardsmen or beginners.
Club
Req. STR: 10
dmg: 25
Expansion: 1 slot
value: 50 XP
Description: A wooden club, typically hewn from oak or another hard wood. Small and simply designed, these clubs are the choice of the unsophisticated warrior.
Bronze Dagger
Req. STR: 5
Req. DEX: 15
dmg: 30
Expansion: 1 slot
value: 75 XP
Description: A small knife crafted from bronze and designed for combat. Its small size and ease of use makes it the ideal choice for thieves and assassins, at least until they find something more deadly.
Epee
Req. STR: 10
Req. DEX: 20
dmg: 45
Expansion: 0 slots
value: 150 XP
Description: A fencing sword, designed more for training than combat. The blade is very thin and flexible, though the ones used by warriors often have very sharp tips to make up for the fact that they are not designed to inflict major damage normally. These swords have no edge, and are meant to be used for thrusting and parrying only.
Hand Axe
Req. STR: 15
dmg: 55
Expansion: 2 slots
Value: 300 XP
Description: A basic one-handed axe with a single head. These are used as frequently for fighting as for chopping firewood, but the iron head can inflict grievous wounds nonetheless.
Rapier
Req. str: 10
Req. dex: 25
dmg: 60
Expansion: 1 slot
value: 200 XP
Description: A long, thin blade, the choice of gentlemen and those who prefer finesse to raw power. While this weapon was originally designed for fencing, it does have an edge, unlike the epee. This means it is well suited for slashing, though it remains deadly when used to thrust.
Short Sword
Req. str: 20
dmg: 70
Expansion: 2 slots
value: 350 XP
Description: A sword 1 to 2 feet in length and forged from iron or steel, making it much more effective than its copper counterpart. Though better suited for stabbing than slashing, it can be used for a variety of manuvers. These are the preferred weapon of guards, for its low cost and ease of use, and of thieves, who appreciate its ability to be concealed as well as its improved killing power versus most knives.
Broad Sword
Req. STR: 35
dmg: 80
Expansion: 3 slots
value: 500 XP
Description: A wide-bladed steel sword, 2 to 3 feet in length. These tend to be very heavy and slightly unwieldy to swing, but their increased ability to inflict damage easily balances this out in most warrior's minds. Even if the edge is blunted on a broadsword, their weight will often be enough to cause significant damage nonetheless. A staple of warriors across the world.
War Hammer
Req. STR: 45
dmg: 85
Expansion: 3 slots
value: 600 XP
Description: A heavy iron or steel hammer, specifically designed to be wielded with one hand. These weapons are easily capable of shattering bones and crushing vital organs, but they require great strength to wield properly. These weapons are often seen in the hands of warrior-priests, who will pair them with a shield for superior attack and defense.
Long Sword
Req. STR: 35
Req. DEX: 35
dmg: 90
Expansion: 2 slots
value: 750 XP
Description: A finely crafted steel blade 3 to 4 feet in length. Most long swords are carefully balanced when they are forged, making them less strength intensive than some other weapons, but consequently requiring more finesse to wield with skill. An experienced swordsman can use a quality long sword to inflict more damage than many comparable weapons, since the balance of the blade allows much more precise targetting of blows.
Battle Axe
Req. STR: 65
dmg: 95
Expansion: 3 slots
value: 900 XP
Description: A large double-headed axe, nonetheless designed to be wielded one-handed. Battle axes can inflict tremendous amounts of damage, but consequently require similarly tremendous amounts of strength to be used in any sort of effective fashion. Dwarven warriors are known to prefer these to other types of weapons.
Katana
Req. STR: 40
Req. DEX: 50
dmg: 100
Expansion: 2 slots
value: 1000 XP
Description: A single-edged blade, forged to the highest tolerances possible. A special method of folding the heated steel is used to create the distinctive hardness and keen edge of these weapons. In addition, katanas are very finely balanced, to the point where the back side of the blade can be rested on a single finger, and the sword will not fall. It is said that the techniques used to forge these weapons were learned from smiths in a far off land, long ago.
Two-handed Melee Weapons
Bastard Sword
Req. STR: 20
dmg: 80
Expansion: 2 slots
value: 400 XP
Description: A very large sword, 5 to 6 feet in length. While it is possible to wield the weapon with either one or two hands, it tends to be very unwieldy without the second hand to aid in controlling the swing. Acquired its name as a joke; since it can be wielded as a one or two-handed sword, it became known as the "bastard child of a long sword and a claymore." Over the years, the concept evolved into the name of the weapons, which remains today.
Claymore
Req. STR: 40
dmg: 100
Expansion: 4 slots
value: 950 XP
Description: A huge sword, 6 or more feet in length, and possibly a foot or more in width. Claymores inflict brutal damage, as much through simple weight as a keen edge. Berserkers are known to prefer wielding these weapons, since they are not concerned with defense.
Battle Hammer
Req. STR: 60
dmg: 120
Expansion: 4 slots
value: 1200 XP
Description: An enormous steel hammer, designed to be swung with both hands. Only warriors with the most herculean levels of strength can hope to wield a battle hammer; many cannot manage much more than simply dragging the weapon around. The strongest warrior-priests will occasionally carry these to battle, as much to intimidate their foes as to destroy them.
Ranged Weapons
Short Bow
Req. DEX: 1
dmg: 30
Expansion: 0 slots
value: 50 XP
Description: A small bow with a weak draw, used mainly for training. However, they are nonetheless dangerous, and tend to be the preferred weapons of archers on a budget.
Hunting Bow
Req. DEX: 20
dmg: 40
Expansion: 1 slot
value: 200 XP
Description: A bow used primarily for hunting game. It is larger than a short bow, and has a heavier draw, which aids the user's ability to bring down larger animals.
Throwing Knives
Req. DEX: 25
Req. STR: 15
dmg: 50
Expansion: 0 slots
value: 350 XP
Description: A set of knives balanced for throwing. Because of the particular structure of balanced knives, they are not well suited for melee combat. These weapons are preferred by those who would strike at their targets quietly and from a distance; thieves and assassins tend to be well versed in their use.
Crossbow
Req. DEX: 40
dmg: 60
Expansion: 2 slots
value: 500 XP
Description: A trigger activated bow with an automatic firing mechanism. Crossbows rely on large, compressed springs to generate the propelling force for their ammunition. As such, they can inflict heavy damage with a minimum of strength required; most of the effort on the part of the wielder is spent recocking the firing mechanism.
Long Bow
Req. DEX: 45
Req. STR: 35
dmg: 70
Expansion: 3 slots
value: 750 XP
Description: A large bow, 4 or more feet tall. The great size of these bows allows them to have a much heavier draw than smaller models, but they consequently require a fair amount of strength to use correctly. These weapons are most frequently used by battlefield archers, since they have a barrier of melee troops in between them and the enemy; this allows them to set up and fire their weapons without interruption, and then the increased range and killing power of the long bow pays off.
Composite Bow
Req. DEX: 60
dmg: 80
Expansion: 2 slots
value: 1000 XP
Description: An improved version of the hunting bow, made from a composite of various materials. Its special construction allows it much more flexibility than other bows of its size, increasing its overall power. However, the ingredients used in creating the composite material are relatively rare, and quite expensive, meaning that this weapon is not in widespread use.
Runes
Cure Rune
Heals +25 health
Req. INT: 1
Req. Skill: Magic
Limit: 3/3
Value: 20 XP
Fireball Rune
Inflicts 20 fire damage
Req. INT: 1
Req. Skill: Magic
Limit: 15/15
Value: 10 XP
Thunder Bolt Rune
Inflicts 30 thunder damage
Req. INT: 1
Req. Skill: Magic
Limit: 5/5
Value: 20 XP
Blizzard Rune
Inflicts 40 ice damage
Req. INT: 30
Req. Skill: Magic
Limit: 10/10
Value: 200 XP
Gale Rune
Inflicts 55 wind damage
Req. INT: 45
Req. Skill: Magic
Limit: 5/5
Value: 350 XP
Ice Chill Rune
Freezes your foe, and inflicts 15 ice damage
Req. INT: 35
Req. Skill: Magic
Limit: 2/2
Value: 450 XP
Fire Blast
Inflicts 75 Fire damage on up to 3 enemies (damage divided by number of enemies)
Req. INT: 55
Req. Skill: Magic
Limit: 15/15
Value: 500 XP
First Aid Rune
Heals +65 health
Req. INT: 30
Req. Skill: Magic
Limit: 4/4
Value: 200 XP
Miasma Rune
Poisons your foe
Req. INT: 20
Req. Skill: Magic
Limit: 3/3
Value: 200 XP
Darkness Rune
Blinds your foe
Req. INT: 20
Req. Skill: Magic
Limit: 1/1
Value: 300 XP
Armor
Novice's Armor
Req. DEF: 1
p.def: 15
m.def: 5
Expansion: 0 slots
value: 50 XP
Description: A light suit of armor, made from a hodegpodge of soft leather and thin metal. While not terribly effective at resisting damage, it is better than having nothing at all.
Light Armor
Req. DEF: 1
p.def: 10
m.def: 10
Expansion: 0 slots
Value: 50 XP
Description: Soft leather garb, preferred by those who do not expect to see direct combat. Nearly completely ineffective at stopping blows, but it is comfortable and easy to move around in.
Light Robe
Req. DEF: 1
p.def: 5
m.def: 15
Expansion: 0 slots
Value: 50 XP
Description: A simple linen robe, which usually denotes the wearer as an apprentice magician. More useful as a sign of rank than as genuine protection.
Leather Armor
Req. DEF: 20
p.def: 25
m.def: 10
Req. Skill: Melee
Expansion: 1 slot
Value: 150 XP
Description: A suit of light armor fashioned from strips and sheets of boiled and tanned leather. Offers reasonable protection for a reasonable price, and is often used by guards on a budget for that reason.
Cloth Armor
Req. DEF: 20
p.def: 20
m.def: 15
Req. Skill: Ranged
Expansion: 1 slot
Value: 150 XP
Description: A heavy, padded hauberk made from layers of heavy cloth. While still easy to move around in, it will not do much to stop direct attacks.
Cloth Robe
Req. DEF: 20
p.def: 10
m.def: 25
Req. Skill: Magic
Expansion: 1 slot
Value: 150 XP
Description: A long robe woven from high quality wool. Mainly worn to signify that the wearer has completed their magical apprenticeship, or to keep warm.
Hardened Leather
Req. DEF: 35
p.def: 35
m.def: 15
Req. Skill: Melee
Expansion: 1 slot
Value: 350 XP
Description: A suit of leather armor, hardened using a special process. Much more effective at stopping blows than typical leather armor, but still affordable. As such, this armor is commonly seen on mercenaries and hired swords, who have a bit of money to spend and value the additional protection.
Wanderer's Cloak
Req. DEF: 35
p.def: 25
m.def: 25
Req. Skill: Ranged
Expansion: 1 slot
Value: 350 XP
Description: A cloak woven from thread that resists cuts and tears. As such, it is not only useful for long journeys, but also as a means of protection.
Silk Robe
Req. DEF: 35
p.def: 15
m.def: 35
Req. Skill: Magic
Expansion: 1 slot
Value: 350 XP
Description: Robes woven from fine silk. These denote the wearer as an established mage. The innate properties of the silk also make these robes effective for deflecting hostile spells.
Studded Leather
Req. DEF: 45
p.def: 45
m.def: 20
Req. Skill: Melee
Expansion: 2 slots
Value: 500 XP
Description: A suit of leather armor, which was fitted with an array of metal plates and studs during fabrication. The metal is located between layers of leather, and makes the armor effective at turning blades and arrows, so long as the blow impacts a metal stud instead of a less protected area.
Martial Arts Gi
Req. DEF: 45
p.def: 35
m.def: 30
Req. Skill: Ranged
Expansion: 2 slots
Value: 500 XP
Description: A set of light but sturdy clothes, created using a process from a far away land. Though originally worn by fighters who preferred unarmed combat, they have since been adopted by others who appreciate moderate protection with full freedom of movement.
Acolyte's Robe
Req. DEF: 45
p.def: 20
m.def: 45
Req. Skill: Magic
Expansion: 2 slots
Value: 500 XP
Description: A set of robes woven from silk thread, and colored with a magical dye. The color of the dye signifies which element the wearer is a devotee of, and will alter its color of its own accord depending on who dons it, though by no means is the wearer forbidden from using spells of other elements. The dye, regardless of color, also improves the protective powers of the robes, especially in regards to their ability to dispel hostile spells.
Ringmail
Req. DEF: 55
p.def: 60
m.def: 25
Req. Skill: Melee
Expansion: 2 slots
Value: 650 XP
Description: A suit of armor crafted from large, interlinked iron rings, worn atop a leather hauberk. While offering reasonable levels of protection from wide-bladed swords, axes, and similar slashing weapons, thrusting swords or arrows can often pass between the holes of the rings, forcing the wearer to rely on the leather beneath for protection. Because of these flaws, this is not a popular style of armor, despite the fact that it is undeniably more effective than any type of leather alone.
Forest Cloak
Req. DEF: 55
p.def: 45
m.def: 40
Req. Skill: Ranged
Expansion: 2 slots
Value: 650 XP
Description: A cloak fashioned from layers of special cloth, which allows it to mimic the appearance of leaves and foliage. While most useful for camoflauge, the material used and particular craftmanship allows the cloak to deflect both physical blows and magical energies reasonably well.
Mage's Robe
Req. DEF: 55
p.def: 30
m.def: 60
Req. Skill: Magic
Expansion: 2 slots
Value: 650 XP
Description: A set of enchanted silk robes which signify that the wearer has mastered the use of multiple elements. The robes seem to shimmer with many colors, subtly changing depending on the viewing angle.
Chainmail
Req. DEF: 70
p.def: 75
m.def: 35
Req. Skill: Melee
Expansion: 2 slots
Value: 850 XP
Description: A suit of armor composed of thousands of tiny, interlinked steel rings, worn over a padded hauberk. Chainmail offers vastly improved protection above ringmail against piercing weapons, though it is not perfect in that regard by any means. However, most soldiers and guardsmen of means will often be seen wearing chainmail, as it offers greater freedom of movement above heavier suits of metal armor, while also providing much greater protection than leather armors or ringmail.
Ninja Garb
Req. DEF: 70
p.def: 55
m.def: 55
Req. Skill: Ranged
Expansion: 2 slots
Value: 850 XP
Description: A full body suit of tight-fitting clothing that originated from a distant land. Though these can be dyed any color, they are most often seen in black, making them the optimal choice for those who wish to operate unseen in darkness. While the ninja garb would seem to offer poor protection on the surface, it is actually superior to many other items of similar clothing due to the fact that thin metal plates are strategically woven into the material in order to protect vital areas.
Wizard's Robe
Req. DEF: 70
p.def: 35
m.def: 75
Req. Skill: Magic
Expansion: 2 slots
Value: 850 XP
Description: An enchanted robe woven from silk, that identifies the wearer as an experienced magician with their own apprentice. While more simple and plain in appearance than the mage's robes, powerful magic suffuses these robes and enables them to deflect spells of even significant power.
Paladin's Armor
Req.Def: 100
p.def: 100
m.def: 100
Req.Skill: Magic, Ranged, Melee
Expansion: 4 slots
Value: 1500 XP
Description: A powerful suit of armor, for which the forging techniques were lost centuries ago. Though seemingly designed to only protect the body from the neck down to the waist, this armor is suffused with magical powers that allow it to deflect both weapons and spells with equal ease. It carries a triple sigil on its chestplate, with each representing one of the major schools of battle; melee combat, ranged combat, and spellcasting. While highly coveted by devotees of each of the three schools, it is said that only those with not just significant fortitude, but mastery of all aspects of combat, will be accepted as worthy to use the armor by the magical energies that course within it.
Shields
Wood shield
Req. defense: 1
p.def: 5
m.def: 0
Expansion: 0 slots
Value: 10 XP
Description: A simple shield fashioned from strips of wood bound together with bronze bands. Not terribly useful for deflecting blows, and utterly useless against spells, but costs nearly nothing to make. As such, novice warriors can commonly be seen carrying these.
Buckler
Req. defense: 10
p.def: 10
m.def: 0
Expansion: 1 slot
Value: 50 XP
Description: A small shield crafted from thin metal, designed to be buckled to the forearm. While the metal is capable of stopping or deflecting blows, the small size of this shield makes its effectiveness questionable at best.
Bronze Shield
Req. defense: 25
p.def: 15
m.def: 0
Expansion: 2 slots
Value: 150 XP
Description: A medium-sized shield crafted from beaten bronze. Though large enough to stop attacks effectively, the relatively soft metal means that repeated attacks can wear this shield down until it is little more than a bent, twisted pile of scrap.
Round Shield
Req. defense: 40
p.def: 20
m.def: 0
Expansion: 1 slot
Value: 250 XP
Description: A large, circular shield made from a block of wood with hardened leather stretched across the surface. While the large size makes it effective at repelling blows, the materials used in its construction make it only able to resist those blows for so long. The shape of this shield makes it a popular choice of its users to affix metal spikes through the shield, increasing its ability to intimidate and making it a threat to any who draw too close to it.
Iron Shield
Req. defense: 55
p.def: 25
m.def: 0
Expansion: 2 slots
Value: 350 XP
Description: A medium-sized shield forged entirely from iron. This shield is tough, durable, and of a sufficient size to offer significant protection in battle, even from repeated blows against it.
Kite Shield
Req. defense: 70
p.def: 30
m.def: 0
Expansion: 2 slots
Value: 450 XP
A medium-sized shield forged from steel. While offering superior protection to its iron counterpart, it is also much heavier and more taxing on the user. Its name originates from its distinctive, diamond-like shape.
Accessories
Silver Ring
Desc: No innate abilities. Can be equipped as an accessory (up to 2 at once, hand location).
Expansion: 1 slot (socketing only)
Value: 50 XP
Silver Anklet
Desc: No innate abilities. Can be equipped as an accessory (up to 2 at once, foot location).
Expansion: 1 slot (socketing only)
Value: 50 XP
Silver Brooch
Desc: No innate abilities. Can be equipped as an accessory (only one, neck location).
Expansion: 1 slot (socketing only)
Value: 50 XP
Silver Necklace
Desc: No innate abilities. Can be equipped as an accessory (only one, neck loaction).
Expansion: 2 slots (socketing only)
Value: 100 XP
Silver Bracelet
Desc: No innate abilities. Can be equipped as an accessory (up to 2 at once, wrist location).
Expansion: 2 slots (socketing only)
Value: 100 XP
Leather Gloves
Desc: +2 physical defense. Can be equipped as an accessory (only one, both hand locations).
Expansion: 0 slots
Value: 100 XP
Bronze Gauntlets
Desc: +3 physical defense. Can be equipped as an accessory (only one, both hand locations).
Expansion: 1 slot
Value: 150 XP
Iron Gauntlets
Desc: +5 physical defense, +2 magical defense. Can be equipped as an accessory (only one, both hand locations).
Expansion: 2 slots
Value: 250 XP
Heavy Boots
Desc: +3 physical defense. Can be equipped as an accessory (only one, both foot locations).
Expansion: 0 slots
Value: 150 XP
Greaves
Desc: +5 physical defense, +2 magical defense. Can be equipped as an accessory (only one, both foot locations).
Expansion: 2 slots
Value: 250 XP
Bracers
Desc: +5 physical defense. Can be equipped as an accessory (only one, both wrist locations).
Expansion: 2 slots
Value: 250 XP
Consumables
Herbs: 10 XP
Heals +20 health
Potion: 25 XP
Heals +50 health
Antidote: 5 XP
Cures poison
Eye Drops: 5 XP
Cures Blindness
Muscle Relaxants: 5 XP
Cures Paralysis
Throat Lozenge: 5 XP
Cures Silence
Defroster: 5 XP
Cures Freezing
Mana Shard: 100 XP
Recharges 10% of the total number of uses to a single rune (round fractions down)
Mana Stone: 250 XP
Recharges 25% of the total number of uses to a single rune (round fractions down)
Mana Crystal: 500 XP
Recharges 50% of the total number of uses to a single rune (round fractions down)
Mana Source: 1000 XP
Recharges a single rune completely