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Equipment Guide

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Equipment Guide Empty Equipment Guide

Post by Zenke 13/6/2013, 8:50 pm

Every item you make will have a price. This guide will help you calculate that price before you post it, so that you won't make something too expensive and not have enough for it. I will go through a list of things that affect the price, and how they affect the price, starting with the type of equipment.

Type
The Type of item will give you the base price. There are several types of items, all given in the table below, along with their prices. Note that weapons in your app will not be charged for.
Melee Weapons
Melee Weapons have 2 categories, light and heavy. All PC weapons are made with divinium and twlight wood.

TypeDescriptionPrice
Light Melee weaponA light melee weapon is a weapon shorter than 4 feet long. swords, shortswords, hand axes, maces, rapiers and other sabers are all light melee weapons.300
Heavy Melee WeaponHeavy melee weapons is anything over 4 feet long. This includes spears, bastard swords, greatswords, battle axes and hammers, as well as pole arms of any kind.600
Shields

Shields have 2 Categories, Small and Large. All pc weapons are made of Twilight wood or divinium.

TypeDescriptionPrice
Small ShieldA small shield is often a buckler shield, target shield or round shield. They are made of Divinium or twilight wood, granting decent protection in battles, but are useful for parrying and protection, especially when your weapon isn’t designed to block with. Small shields are 2ft x 2ft at most.400
Large ShieldA large shield is anything above 2ft X 2ft, but cannot exceed 3ft wide x 4ft long. They are made of Divinium or twilight wood, granting excellent protection in battles, but they are costly.800
Ranged Weapon
Ranged Weapons have 3 categories, ranged, thrown heavy, and thrown light. All bows and crossbows are made with Twilight wood and divinium.

TypeDescriptionPrice
RangedA ranged weapon can be a bow, crossbow, or a mechanical device that does not use gun powder. We do not use guns here, so dont try making one. come with 30 free ammo a thread. More can be purchased.600
Thrown lightLight throwing weapons include throwing knives, shurikens, or anything else small. They come in sets of 5, so if you want 10 you'll have to pay double the price.100
Thrown HeavyLike light throwing weapons but larger. Includes throwing axes, javalins, or anything else. The price covers 1, so if you want 5, you'll have to pay 500, and so on.100
Armor
Armor has 3 Categories, light medium and heavy. The heavier the armor, the better the protection but the less agile the wearer. Armor cannot be made of divinium or twilight wood.


TypeDescriptionPrice
Light ArmorLight armor is often made of light materials like leather, sometimes with a mix of metal. It has no penalties to wearing it. Light armor is very good at protecting against blunt attacks to a point and because its usually made of leather of other slightly more maleable materials it wont bend or crush as easily as metal. However the protection offered against blades is mild at best. Grazing blows are likely to cut through it, where heavier armor would deflect them. It is also less likely to stop piercing attacks or weapons.500
Medium ArmorMedium armor is usually a mix of chainmail and leather, with some metal plates. It tends to weigh a bit and might restrict the wearers flexability. Medium armor grants average protection from blunt and cutting attacks, but it excels at protection from piercing attacks and weapons. When worn, medium armor gives a -1 Agility debuff.1000
Heavy ArmorHeavy armor is armor like full plate mail, banded mail or other armors made with allot of metal. It is very restriction to movement, but makes up for it with a much greater defense, especially against cutting attacks. It deals decently with piercing, and is more likely to be crushed or damaged by blunt. It comes with a -1 to speed and a -1 to agility, meaning that while it offers the best protection of all the armors available it also has the most penalties.1500
Magical Items
Magical Items have 1 category. All magical items have 1 free effect, but can have more. An example of a magical item is a pair of boots that allows the wearer to walk on air, a pair of gloves that are imbued with lightning , a special storage device and so on.

TypeDescriptionprice
Magical ItemA magical item worn or carried by the user. These can be smalll peices of armor, like armguards or gauntlets made of divinium, goggles that allow the user to fire a ray of fire from their eyes, wands, gloves, or just about anything that isn't a weapon or a full suit of armor. 600

Enchantments

Enchantments are special powers and effects placed on your item. If you have a flaming sword, then you'll add the price of your sword and the enchantment for the total price of your weapon. The max amount of enchantments allowed on an item is 3.

EnchantmentDescriptionPrice
single enchantmentthis is the price for a single enchantment. Magical Items and potions have a single enchantment free. For all other items the price applies.300
Double enchantmentThis is the price for 2 enchantments. Remove 300 from the price for magical items and potions.900
triple enchantmentThis is the price for 3 enchantments. Remove 300 from the price for magical items and potions.1200
Mount Barding

TypeDescriptionPrice
Light BardingLight barding is protective armor designed for the smallest of mounts. It is mostly leather and light brigantine armor plating. It is very light and puts little strain on most mounts while granting some protection. 500
Medium BardingMedium barding is a mix of leather, chain and scale armor designed to act as protective armor for mounts. It grants a mount decent protection, but can only be used on mounts of a medium or above size.1000
Heavy BardingHeavy armor barding is protective armor for mounts made up mostly of thick plates of interlocking metal. Heavy barding is the best protection for a mount, but can only be put on the strongest of mounts such as gryphons.1500
Special Materials

These are descriptions of special materials used to make weapons and some magical items. Armor cannot be made from some of these materials, as they are incredibly hard to break and would make the wearer impossible to damage, which is against the rules, obviously. On the plus side these materials make sure your weapons don't break in a fight. These materials have their own unique special properties and share some as well. Generally, certain races will start with certain materials, while Divinium and twilight wood is available to every race. Certain materials are locked by rank, must be earned, or cost allot to make.


MaterialDescriptionprice
Enchanted SteelSteel that has been magically reinforced after the forging process, enchanted steel is a lower quality version of Divinium. With a similar weight, once steel has been enchanted correctly, it can match the toughness of divinium, however it is still susceptible to rusting and the edge must be maintained or it will dull. Enchanted steel is an old method of weapon crafting, and many old weapons of legend were made from it before divinium was found and eventually replaced it. It's a poor man's Divinium.200
DiviniumDivinium is a valuable metal first discovered by Humans. However its become well known and wide spread across Ka'lesa. It is expensive, so common soldiers wont be carrying a Divinium sword, but Pc's are never common soldiers. It is incredibly strong and hard to break, and holds an edge better than steel. It has a bright white color, but forging techniques allow it to be dyed. It seems to adapt to its color, and a black divinium weapon looks like its drinking in the light, whereas a red divinium sword may appear on fire. When making a magical item out of Divinium you must add the price to the item. You cannot make armor from it.300
Twilight woodTwilight wood is a rare and valuable material created by Eldross and Eldari magic. They failed to keep it to themselves. Twilight Trees can be found almost anywhere now, growing fast and strong. They are particularly hard to cut down and work with, but they more than make up for it when used in combat, making bows and other wooden weapons capable of blocking blades and powerful attacks like divinium can. When making a magical item out of Divinium you must add the price to the item. You cannot make armor from it.300
AuriliumA metal with similar properties to steel, including toughness, however it is much lighter and isn’t as quick to rust. Aurilium is a rare, special material sought after for armor and magical item crafting. It was discovered by the Eldari in Endaron, near the border with the Kingdom of Mondolin. Though extremely useful for making metal armor, Aurilium is generally not used for weapons because it's considered a waste of the material.300 for a magical item, 1000 for heavy armor
Midnight QuartzA special crystalline material discovered deep underground, night quartz is known for its midnight color and natural magical energy. Its natural magical energy has a rather explosive reaction when it hits something at high speeds, and is a great choice for arrow or javelin heads. However, the weapon in question is rendered useless once used for that thread. It adds very weak explosive damage to arrows, and weak explosive damage to spears/javalins. It was first discovered in Kyrias.100 for 5 arrows/bolts or 1 spear/javelin
Valdorian Iron
A metal that was discovered during the battle against the Dragons during the First Age. Incredibly rare and expensive, even more so than divinium. Valdorian Iron is a material used for a single purpose, Dragon-slaying. It is found in the highest reaches of the the Chillspine mountains, and requires great skill to handle and forge into weapons. Weapons made from this material are superior over others for the purpose of penetrating the thick scales of a Dragon. It does not deal extra damage on its own, but damage will not be reduced by the scales either. This does not affect Asentari Dragon Skin, but it does affect armor or shields made from Dragonscale. Valdorian Iron is very expensive, and is only available to characters E-1 or higher.
1000 to craft with, but materials must be earned via quest
Tranquil Ash
This is a wood that is only found in the Forests of Harodiel. Though Harodiel itself was almost completely destroyed, small pockets of Tranquil Ash trees survived in the Eldross’ former home. Reaching these pockets is perilous and time-consuming, but if one can collect some and find a skilled enough bowmaker, they will find themselves with a powerful weapon indeed. A bow made from Tranquil Ash has double the effective range of its Twilight Wood counterpart, and its arrows pack enough force to punch through medium armor with ease. However, this power requires a similarly powerful individual to make use of it. A Tranquil Ash bow requires Good strength to use.
1000 to craft with, but materials must be earned via quest
Drake, Wyvern and Dragon scale
Rare materials used for crafting armor. Drake scale is used to make light armor that grants slightly more protection than normal armor to cutting attacks.

Wyvern scale is used for medium armor, and is similar to drake scale. However it also provides 25% protection against the Wyverns element.

Dragon scale is used to make heavy armor. It is probably one of the hardest materials to obtain, and the toughest that armor can be used for, it has 25% resistance to the dragon’s element. It's not as susceptible to blunt as platemail armor. Its one downfall is Valdorian iron.
500, 1000, and 1500 to craft with, Materials must be earned
Example equipment

Below is an example piece of equipment, along with how i calculate its price.

Name: Javalin of piercing
Type: heavy thrown weapon
Price: 1200
Description: Four foot long Javalins. The heads are long and sharp. They are made of Divinium and the handle is Twilight wood. They can be used in hand to hand, but their effect only works when thrown.
Effects:
Piercing: When the wielder throws the javelin, it takes off with far more force than what the person can throw it with. This allows them to pierce even the strongest armors if they hit.
Recall: After being thrown the javalin wll dematerialise at the users will, and recall to the user's hand or harness after 1 post.

How Many do you have?: 3
Who Owns It?: Me

As you can see the price is 1200. 100 for the type, which is heavy thrown weapon, times 3 for having 3, and then 900 for the 2 enchantments. 100 x 3 = 300 + 900 = 1200. You always apply the price for multiple items before the price of enchantments, as opposed to multiplying them after, because 3000 is a bit much for 3 javalins.



Last edited by Zenke on 24/3/2021, 11:45 pm; edited 4 times in total
Zenke
Zenke
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Equipment Guide Empty Re: Equipment Guide

Post by Zenke 25/5/2020, 3:56 pm

Below is the template for Item creation. Copy the code from below and fill it it. Remember that you can calculate the price using the equipment rules. If your making something not in the rules consult staff first. 

____________________________________________________________________________________

Code:

[u]Name:[/u] (What is the name of your equipment)
[u]Type:[/u] (What type of Equipment is it? Weapon large or small, armor, magical item, potions?)
[u]Price:[/u](What is the price? The Equipment creation rules will tell you this. Dont worry)
[u]Description:[/u](give us a description of the item. You can use a picture)
[u]Enchantments:[/u] (what does it do, if anything? it can have multiple effects, but for each extra effect it will cost a little more.)
[u]How Many do you have?:[/u](Just state the number of items you have. This will effect price, but everything i reusable thread by thread.)
[u]Who Owns It?:[/u] (which of your characters owns it? If your bying it for someone who isn't your character, state who owns that character too.)

If you are adding an enchantment to your item, use the ability template below and put it under the enchanment section of the item. Enchantments don't cost power points to use, but still have cooldowns. These cooldowns tend to be longer than for normal abilities.

Code:


[table border="1"]
[tr style=][td]
Name: (this can be anything. Mostly for flavor.)
Type: (Offensive, Defensive, Support, Restorative)
Damage Category: (If any; Very Weak, Weak, Average, Strong, Very Strong)
Description: (give the ability a good description to show how it works and what it does)
Duration/Cooldown: (all abilities have cooldowns. Some have durations, which is messured in posts)
[/td][/tr]
[/table]


____________________________________________________________________________________

When your done creating your Item, you should have something like this:

Name: Sword Of The Hero
Type: Light Melee Weapon
Price: 600
Description: A Silver bladed divinium sword of unknown make with a crossguard of gold. The handle is black leather, and it has a gold counter balance. The blade is 3ft long, tapers into a sharp tip designed for thrusting, and has a fuller running to two thirds its length. The weapon seems mundane, but it can shoot bolts of lighting and is said to be able to kill a god in the hands of The Hero.
Enchantments:

Name: Lightning Blade
Type: Offensive
Damage Category: Average
Description: The user points the sword at the sky and charges lightning into the weapon's blade, Before swinging it to unleash the lightning in the direction of their target. The attack has a range of 30ft.
Duration/Cooldown: 3 post cooldown
How Many do you have?: one exists
Who Owns It?: The Hero

_________________
Valatrix "Vala" Of The Hornless Clan R-1 Heanta
Bethany "Mercy" Merciallus A-5 Asentari
Korroth Vex Of Clan Vandel R-1 Heanta
Lilian Toral A-5 Human
Octavia Velerius A-5 Asentari
Rowan Aratris E-1 Eldari
Umbra Moonfall A-5 Heanta
Koranna "Kora" Merciallus A-5 Asentari
Gwyneth "Gwyn" Ferrum Aurora A-5 Human
Mist, The Explosive Assassin A-5 Half-Eldari
Asaka Tsuno A-5 Kijin

Character Roster
Zenke
Zenke
Admin
Admin

Posts : 791
Experience : 2032
Join date : 2013-04-14
Age : 35
Location : Wee ol Ireland

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Resources: 26880

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Equipment Guide Empty Re: Equipment Guide

Post by Zenke 22/12/2021, 1:18 am

Alchemical Items
Alchemical has 4 categories. They are priced based on their effects and are one time use (refreshed for free from thread to thread) though you can have multiples. They have 1 free effect, but can have more. An example is a vial of poison that can be put on your sword, a jar of fire, or even smoke bombs. Alchemy is in a very primitive state, and does not include more advanced types of chemistry. Black power, gun powder, thermite and similar chemicals do not exist, as alchemists of Asmir do not understand them, because of a focus on enchantment and magical qualities.

The items below are some of the most common things found around the world of asmir Ka’lesa. More may be made available, and we will also take suggestions.

Thrown Support

Name: Smoke Bombs
Type: Thrown Support
Description:
These small capsules contain an alchemical mixture that creates a plume of smoke when exposed to air. The user can throw them at the ground to create a smokescreen to cover their retreat. The smokescreen has a radius of 10 foot and is centered on the spot where the smoke bomb hits. The smoke is a sooty black, and obscures vision for a post before dissipating rapidly.
Maximum amount: 5
Cost: 100

Name: Flash Bombs
Type: Thrown Support
Description:
These small round orbs are made of a volatile alchemical compound that creates a powerful flash when it impacts with something hard. The flash is bright enough to blur vision for one post in a 10ft radius.
Maximum amount: 3
Cost: 100

Name: Sonic Bombs
Type: Thrown Support
Description:
These metallic capsules contain an alchemical mixture that sets off a violent sonic reaction when exposed to air. The effect causes no damage but will affect the hearing of anybody caught in the radius, reducing their hearing effectiveness for one post in a 10ft radius.
Maximum amount: 3
Cost: 100

Name: Wind Bomb
Type: Thrown Support
Description: An alchemical bomb that explodes on impact and creates a powerful blast of wind that can knock away anyone caught in the 5ft area. Those with Very good or higher strength, or who happen to weigh a lot, will be affected less.
Maximum amount: 3
Cost: 150

Thrown Offensive

Name: Shrapnel bomb
Type: Thrown Offensive
Description: A small alchemical bomb made with a volatile solution that explodes on impact, shooting metal shrapnel in all directions. It has a 5ft blast area and shreds through light armor, damaging anything caught within it.
Maximum amount: 3
Cost: 200

Name: Magic Bomb
Type: Thrown Offensive
Description: An alchemical bomb that produces a magical explosion on impact, dealing weak magic damage to anything in a 5ft radius. The damage counts as pure energy damage when applying resistances.
Maximum amount: 3
Cost: 200

Name: Alchemical Fire
Type: Thrown Offensive/weapon buff
Description: An sticky alchemical substance that bursts into flames when exposed to air. Can be thrown, dealing weak fire damage in a 5ft area, or poured onto a weapon, enhancing the next five attacks with very weak fire damage.
Maximum amount: 2
Cost: 300

Name: Alchemical Frost
Type: Thrown Offensive
Description: An alchemical concoction that flash-freezes any surface in a 5ft area. Those surfaces are coated with a thick layer of smooth ice, which can pose a footing hazard if it is on the ground. If a person is caught in this, they can break out of it with sufficient effort, regardless of their Strength stat.
Maximum amount: 2
Cost: 200

Poisons

Name: Sloth Poison
Type: Weapon Buff
Description: This vial of poison causes those inflicted with it to become sluggish. Their movements are slowed and they feel drained. It causes a -1 to speed and the feeling of tiredness, that lasts for two posts. The vial contains enough to coat a weapon that remains on the blade for one post, or it can be used to coat up to 5 arrowheads.
Maximum amount: 1
Cost: 300

Name: Weakness Poison
Type: Weapon Buff
Description: This poison causes the victim’s muscles to weaken, hampering their physical strength. The victim suffers -1 to Strength and weakened motor control, and lasts for two posts. The vial contains enough to coat a weapon that remains on the blade for one post, or it can be used to coat up to 5 arrowheads.
Maximum amount: 1
Cost: 300

Name: Nerve Poison
Type: Weapon Buff
Description: This vial of poison causes those inflicted with it to become twitchy. Their reactions are hampered and they suffer from random twitching.. It causes a -1 to agility that lasts for two posts. The vial contains enough to coat a weapon that remains on the blade for one post, or it can be used to coat up to 5 arrowheads.
Maximum amount: 1
Cost: 300

Name: Poison of Fatigue
Type: Weapon Buff
Description: This poison causes a feeling of immense tiredness and fatigue in the victim. Once infected, the victim drops to Exhaustion Stage 1 for 1 post. They do not lose a post of stamina from this.. This poison can only work on a person once per thread, and does not affect someone already in any Exhaustion Stage. This will also cause any active elemental manipulation to cease, but the remaining duration will not decrease for this post, meaning that the victim does not actually lose any posts of their elemental manipulation. However, they will still have to pay the PP maintenance cost for that post.
Maximum amount: 1
Cost: 500

Potions

Name: Potion of the Golem
Type: Potion
Description: This potion fills the drinker with a feeling of immense might. For 2 posts, the drinker gains a +1 increase to their Strength.
Maximum amount: 1
Cost: 300

Name: Potion of the Pulli
Type: Potion
Description: This potion fills the drinker with a feeling of lightning speed. For 2 posts, the drinker gains a +1 increase to their Speed.
Maximum amount: 1
Cost: 300

Name: Potion of the Arvearn
Type: Potion
Description: This potion fills the drinker with a feeling of increased flexibility and freedom of movement. For 2 posts, the drinker gains a +1 increase to their Agility.
Maximum amount: 1
Cost: 300

Name: Potion of Emergency
Type: Potion
Description: Used as a last resort for a quick burst of energy at the tail-end of a fight. This potion has no effect unless the user is on their first normal post of Exhaustion Stage 1. Once consumed, the drinker is returned to normal for 1 post, but then drops to Exhaustion Stage 2 after that.
Maximum amount: 1
Cost: 500

Name: Drake Scale Skin
Type: Potion
Description: The user’s skin becomes like the scales of a Drake, increasing their protections against arrows and other light projectiles. It lasts for 2 posts.
Maximum amount: 1
Cost: 400

Name: Potion of Healing
Type: Potion
Description: Grants the drinker 2 posts of quickened healing at the cost of one power point per post, and is capable of restoring up to moderate injuries over the course of those two posts. Consult a healer for anything more serious. Cannot cure poison.
Maximum amount:
Cost: 500

_________________
Valatrix "Vala" Of The Hornless Clan R-1 Heanta
Bethany "Mercy" Merciallus A-5 Asentari
Korroth Vex Of Clan Vandel R-1 Heanta
Lilian Toral A-5 Human
Octavia Velerius A-5 Asentari
Rowan Aratris E-1 Eldari
Umbra Moonfall A-5 Heanta
Koranna "Kora" Merciallus A-5 Asentari
Gwyneth "Gwyn" Ferrum Aurora A-5 Human
Mist, The Explosive Assassin A-5 Half-Eldari
Asaka Tsuno A-5 Kijin

Character Roster
Zenke
Zenke
Admin
Admin

Posts : 791
Experience : 2032
Join date : 2013-04-14
Age : 35
Location : Wee ol Ireland

Resources
Resources: 26880

https://asmir-doana.forumotion.com

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Equipment Guide Empty Re: Equipment Guide

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