Beginner's Gear (Alpha 0.1)
Added 2021-09-20 06:12:39 +0000 UTCThe following are many of the most basic types of weapons and armor that adventurers may start their adventures with.
Weapon Types:
Every class is adept with different types of weaponry. When you gain a class, you become adept with one weapon type of the class’s weapon list. Weapons appear in several tiers and a character must be adept with weapons of a given tier in order to properly wield them. Weapons that are magical and non-magical alike can appear in a variety of tiers.
Weapons Deal their assigned damage and utilize their corresponding accuracy die.
Critical potential: Some weapons have critical potential. If an attack with a weapon with critical potential connects, roll 1d10. On a 10 that attack deals twice as much damage and you may push the target one space away from you.
Base Class Weapon Types:
Lance
Shortsword
Longsword
Greatsword
Saber
Axe
Hammer
Dagger
Shortbow
Greatbow
Whip
Staff
Wand
Weapon Tiers:
Bronze
Silver
Gold
Platinum
Basic Shortsword:
Rank: Bronze
One-Handed
Range: 1
Accuracy: 2d4 + Finesse
Damage: 1d6 + Strength
Critical Potential: No
Basic Longsword:
Rank: Bronze
One-Handed
Range: 1
Accuracy: 1d6 + Finesse
Damage: 2d4 + Strength
Critical Potential: No
Basic Greatsword
Rank: Bronze
Two-Handed
Range: 1
Accuracy: 1d4 + Finesse
Damage: 4d4 + Strength
Critical Potential: Yes
Basic Saber
Rank: Bronze
One-Handed
Range: 1
Accuracy: 1d6 + Finesse. If wielder has higher speed than the target, +1.
Damage: 1d6 + Strength If wielder has higher speed than the target, +1.
Critical Potential: Yes
Basic Axe
Rank: Bronze
Two-Handed
Range: 1
Accuracy: 1d4 + finesse
Damage: 3d6 + Strength
Critical Potential: Yes
Basic Lance
Rank: Bronze
One-Handed
Range: 1-2
Accuracy: 1d8 + finesse
Damage: 1d8 + Strength
Critical Potential: No
Basic Hammer:
Rank: Bronze
Two-Handed
Range: 1
Accuracy: 1d4 + finesse
Damage: 2d8 + Strength +2 Pure
Critical Potential: Yes
Basic Dagger
Rank: Bronze
One-Handed
Range: 1-2
Accuracy: 2d4 + finesse
Damage: 1d4 + Strength
Critical Potential: Yes
Basic Shortbow
Rank: Bronze
Two-Handed
Range: 2-7
Accuracy: 1d10 + Finesse
Damage: 2d4 + Strength
Critical Potential: Yes
Basic Greatbow
Rank: Bronze
Two-Handed
Range: 2-10
Accuracy: 1d8 + Finesse
Damage: 2d6 + Strength
Critical Potential: No
Basic Staff
Rank: Bronze
One-Handed
Range: 1
Accuracy 1d8 + Finesse
Damage: 1d4 + Strength
Critical Potential: No
Magic Channeling: Once per turn, you can cast a one-handed spell out of this weapon. If you do, add +1 to your finesse and mind while casting that spell.
Basic Wand
Rank: Bronze
One-Handed
Range: 0
Accuracy 0
Damage: 0
Critical Potential: No
Magic Channeling: Once per turn, you can cast a one-handed spell out of this weapon. If you do, add 1d4 to your mind while casting that spell.
Basic Whip
Rank: Bronze
Two-Handed
Range: 2 (hits three horizontally adjacent spaces that are two spaces from the attacker)
Accuracy: 1d6 + Finesse (roll individually for each target)
Damage: 1d4 + Strength
Critical Potential: No
Basic Armor:
Basic Light Armor: Defense +1
Basic Medium Armor: Defense +3, Speed -2
Basic Heavy Armor: Defense +5, Speed -5, Movement -1
Shield: Consumes The Use Of One Hand. Defense +3
Apprentice’s Robes: Resolve +3, Restore 1 MP every turn
Holy Garb: Resolve +2, +1 to all healing, -3 damage from Dark and Psychic sources
Arcanist's Robes: Resolve +2, all Dark spells you cast deal an additional +1 damage, -3 damage from Light sources.
Additional Gear:
Band of Aggression: If you've used all of your movement this turn (must have moved at least one space), add +2 to your Strength until the end of the turn.
Band of Calm: At the beginning of your turn, you may reduce your movement to 0 until the end of the turn. If you do, add +2 to your Finesse until the beginning of your next turn.
Tropical Clothes: You do not suffer the effects of extreme heat. While fighting in extreme heat, add +1 to your Finesse. Additionally, your movement in water increases by +1.
Warm Clothes: You do not suffer the effects of extreme cold. While fighting in extreme cold, add +1 to your Finesse. Additionally, your movement is not slowed by snow or ice.