Xana's Lair
Welcome to the cave of the beast, brave adventurer. Dare you enter? If you do, please register an account and we'll see you at the mouth of the deep, dark cave.

Join the forum, it's quick and easy

Xana's Lair
Welcome to the cave of the beast, brave adventurer. Dare you enter? If you do, please register an account and we'll see you at the mouth of the deep, dark cave.
Xana's Lair
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Weapons

Go down

Weapons Empty Weapons

Post by Atlas Sun Apr 22, 2012 9:46 pm

Weapons:

A weapon is classified as any tool you use to damage your opponents. This can range from the mightiest of swords, to just your bare hands. From sniper rifles to dual sided blades. Almost anything is possible, but every weapon falls into one of five categories:

Categories:

- A Two-Handed weapon. This classifies as any weapon that requires two hands to work efficiently. Bare hands or gauntlets also go under this category.

- A Dual-Wield weapon. These weapons are a combination of two One-Handed weapons, such as two katanas. Dual weapons hit twice, but comes at the cost of reduced damage from each individual attack.

- A One-Handed weapon. A simple, lightweight weapon, such as a mace or a pistol.

- A One-Handed weapon and Shield. A weapon that also comes with a shield in the other arm, such as a club and shield.

- A One-Handed weapon and Trinket. A light weapon accompanied by a special item of some sort which grants a bonus. An example would be an axe and a necklace.

NOTE: Shields and Trinkets will be covered in different sections. Go to the respective topic for information on them.

You're free to pick any sort of weapon combination you want. Keep in mind though, that there will be times where you will be able to change your weapon, or even carry multiple ones to switch in combat.

On top of a type of weapon, it'll also carry a range of operation. Some weapons are used only in very small distances, while others can hit from a long way away.

The ranges are categorized as:

Ranges:

- Melee Range. This refers to any distance within 3 m. Some melee weapons would be swords or axes. Has a +5% chance to hit.

- Short Range. Covers between 3m and 15m. Several short range weapons would be small arrows or darts and chain weapons.

- Medium Range. Anywhere between 16m and 30m. Some examples would be bows and arrows or energy spheres. Has a -5% chance to hit.

- Long Range. Distances 31m and beyond. Only a few examples but the most common are specially built bows and sniper rifles. Has a -10% chance to hit.

----------

The Range is inherent to the weapon. An axe can't decide to be medium range for example without modifications, like being throwing axes.

Damage Type:

On top of range and category, each weapon does a specific type of damage. These types are split into physical and magical attacks, and are as follows:

Damage Types:

Weapon Creation:

This is the standard format for physical based weapons:
Format for Defenders, Assassins, Rangers and Eradicators that choose the Physical Path:
And this format is for weapons that magic users use:
Format for Mystics, Magic Weavers and Eradicators that choose the Magical Path:

Now, when creating a weapon, the category of weapon and the range of the weapon influence its stats. A weapon starts with a certain amount of points that can be used to upgrade it's effectiveness. How it is effected is as follows:

Point Addition:

So for example, dual knives would be a dual wield melee range weapon. Therefore it'll have 3 + 4 = 7 points to spend.

At first glance, going a Two Handed, Long Range weapon seems like the best weapon, but keep in mind that there are other rp factors to dictate, such as weight and difficulty of use in wielding it. Pick a weapon that fits your style.

Once you have the number of points to spend, then you use them to upgrade your weapon. For Physical Users you start with:

Damage: 0
Balance: 0

And must use up points to increase it. Going on with the dual knives 7 point example we get something like:

Damage: 4
Balance: 3

For Magic User you go between:

Damage: 0
Divinity: 0

And putting in points works the same. All other stats like Effect and Enchantment will be acquired after the initial creation of the weapon, which would b in the Shop or throughout missions.

A finalized weapon should look like:

Physical Example:

or for Magic Users:

Magical Example:
Atlas
Atlas
Admin (Atlas)
Admin (Atlas)

Male Posts : 5304

Character Sheet
Health::
Weapons Left_bar_bleue5/10Weapons Empty_bar_bleue  (5/10)
Energy::
Weapons Left_bar_bleue4/12Weapons Empty_bar_bleue  (4/12)
Experience::
Weapons Left_bar_bleue0/5Weapons Empty_bar_bleue  (0/5)

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum