|
|
|
|
|
|
Posted: Wed Jun 17, 2009 12:55 pm
Equipment1) Intro 2) Explanation of weapon 3) Explanation of armor and shields 4) Explanation of accessories 5) Explanation of items 6) Weapon List 7) Armor List 8 ) Accessory List 9) Item ListIntroEquipment is the one true friend any adventure will ever have. Treat it right and it will treat you right, you never have to worry about it betraying you and as much as you put into it, it give sit back 100%. Below are a list of weapons, armor and items that can be purchased or picked up in the guild. If you have any ideas for new ones, please post them in the License Board thread. Also, please note that you may change weapons and equipment, one at a time, in exchange for one forfeiting one full post. Explanation of WeaponFor the most part, while you can carry any weapon or any number of weapons, you can only equip one weapon at a time. There are some exceptions to this rule such as the Ninja ability of Duel Wield. Some weapons may also increase other Stats other than just damage. While the usage of weapons is not restricted by any particular thing, the usage of a weapon that you have not learned to wield can reduce your damage and capabilities with the weapon. For weapons of rank 3 or higher, using them without having the corresponding Master ability will result in not being able to add in ones skills for damage increase and increasing your opponent’s Evasion chance by 10 points. Weapons damage is predetermined by each weapon. They almost always come in ranges to reflect the different possibilities of pain inflicted from an item. Stat mods are usually added to weapons minimum and maximum damage as well as ones skill with that type of weapon playing a factor. For example, if you were using a sword with an attack of 1-10, that means that you would place the numbers 1 and 10 into the random number generator to determine how much damage you did with an attack of the weapon. If, using that same weapon, you had a strength mod of 5, the damage would increase from 1-10 to 6-15 (1+5 – 10+5). At that point, you would put 6-15 in the random number generator instead of 1-10. Finally, while using the same weapon, if you had a melee weapon skill of 50, you would increase the maximum damage by 10 (2 points to the max damage for every 10 points in the skill). This would alter the damage from 6-15 to 6-25. Place these numbers into the random number generator and you have your new damage. Explanation of Armor and ShieldsArmor in terms of this guild, for sake of simplicity, will be referring usually to only one piece of equipment. Most of the guild provided pieces of armor will be body protection but if the usage of armor seems to go over well, we will expand the equipable parts. The user can also equip 1 accessory. Also, while the user has a dominate hand that is usually use for equipping of weapons, if they aren’t using a two handed weapon, they may be able to equip a shield in the free hand or another weapon if they know the Duel Wield ability. The defense of a piece of armor is denoted by the armor itself as it's Defense Modifier. Some pieces of armor may increase other parameters other than just defense. This Defense Modifer listed on armor is added to the bodies natural defense against what type of attack is coming, magical or physical, to get your total MDf(Magic Defense) and Df(Defense) when taking damage. To get these, use the following formulas: Physical Defense: Half Con Mod + Defense Modifier of all equipment. Magic Defense: Half Int Mod + Magic Defense Modifier of all equipment. The way to use Defense is simply to subtract the total Defense(again, depends on what type of attack is coming) from each damage calculation done by the attacker. So if you're attacked 5 times with sword swings, you would subtract your Defense from each of those swing's damage. Shields are a bit different as they increase your Evasion Bonus instead of actually lowering damage. You take the Evasion Modifier on the shield and add it to your already existing Evasion Bonus. Shields can only be used if you have a one handed weapon equipped and the Master Shield ability learned. Explanation of AccessoriesAccessories are special pieces of equipment that can do any varied number of things from guard against certain status ailments to boost stats. You may only have 1 accessory equipped at a time. Explanation of ItemsItems covers any and all pieces of equipment that can be used once and only once. Items may perform damage or boost a stat temporarily or some other effect. If there's no limit marked for an item, you can carry up to 99 of that particular item.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 18, 2009 6:47 am
Knuckle Class Knuckle Class weapons can include different weapons such as Gloves, Metal Knuckles, and Gauntlets. When you want to get up close and personal with someone, these are the way to go. Created mainly to aid those who have practiced the martial arts or the sicko’s who just like feeling a bone break with as little interference in feeling as possible. ~ All Knuckle class add +2 per 10 in martial arts to max~
Leather Gloves Description: A piece of cow’s a** stretched and placed over your hands to keep you from getting hurt as much. Rank: I Damage: 1-4 + str mod Equipped: Both hands Requirements: Str 10+
Steel Plates Description: Soft supple padding helps you forget about the inch thick piece of tampered steel just above your knuckles which really helps drive your punches home. Rank: II Damage: 5-15 + str mod Equipped: Both hands Requirements: Str 20+, lvl 5
Iron Gauntlets Description: Modeled after the arm protection warn by most knights, these pieces of equipment ride all the way up to your shoulder to give extra weight and power behind each blow. Sucks that their so damn hot though. Rank: III Damage: 15-30 + str mod Equipped: Both hands Requirements: Str 30+, lvl 10
Thorned Knuckles Description: Combine the heaviness of Iron Gauntlets with the lethal piercing ability of a spiked glove and wrap the spikes all along the outside of the gauntlets and you have one destructive punching implement. Just don’t put your own eye out ok? Rank: IV Damage: 30-60 + str mod Equipped: Both hands Requirements: str 60+, lvl 25
Dagger Class Light weight, easily concealable and handy for making sandwiches, the dagger is an all around tool that no self respecting adventure, or chef, would go without. Favored mostly by thieves and some magic classes, these handy little pokers are always easy to find and easy to craft. ~All weapons of this class use Str Mod by default but, once Master Dagger is mastered, half Dex Mod can also be added for damage increases unless otherwise stated.~
Dagger Description: A short and simple name for a short and simple weapon. If used properly, most folks won’t see it coming… hopefully. Rank: I Damage: 5-10 + str mod Equipped: One handed, Duel Wield Requirements: -
Mythril Knife Description: A knife made of Mythril. Still nothing special but at least it sparkles like certain vampires. Rank: II Damage: 10-20 + str mod Equipped: One hand, Duel Wield Requirements: -
Platinum Dagger Description: A knife made of the precious metal known as platinum. It’s believed that its all fake as a real dagger of this material would be FAR higher. Rank: III Damage: 20-40 + str mod Equipped: One hand, Duel Wield Requirements: lvl 10
Main Gauche Description: A dagger specially made by thief’s to be light and aerodynamic and assist with attacks. Makes get always a lot easier. Rank: IV Damage: 30-50 + str mod Equipped: One hand, Duel Wield Requirements: lvl 20 Special: Increases Evasion Bonus by 5
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 10, 2009 1:46 pm
Short Sword Class Small Sword Class can include different weapons such as short sword, rapiers, machetes, ninja-to, and wakasashi. While the name ‘short’ may make a few steer away from these kinds of weapon, their ease of use and combination with a shield can really save your butt in a pinch. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Short Sword Description: A simple name for a simple weapon… wait, used that description already. Well it still fits. Rank: I Damage: 2-6 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: -
Gladius Description: In ancient languages, its name was what it was(Gladius translates to Sword) but its small stature left it on the short end of the totem pole. One day Glady, one day… Rank: II Damage: 7-15 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: -
Machete Description: Originally only seen on the jungle scene for cutting through thick woods, it didn’t take long for folks to find that human skin and bone weren’t that much harder. Rank: III Damage: 20-35 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 15+
Tanto Description: A short blade usually associated with ninja but is the bases of design for several weapons all over. It’s also seen as cute among some circles of women and a desired gift. Go figure… Rank: IV Damage: 30-50 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 20+ Special: Add +3 to Sneak Attack when this weapon is equipped
Sword class Sword class can include different weapons such as broad sword, b*****d swords, long sword, and katanas. Some allow for the usage of shields while others require the use of both hands to wield. Some are even blessed with magical powers and strength enhancing spells to make you a stronger fighter. These abilities, however, are only active if you have the weapon equipped. Just carrying it does nothing for you. ~All weapons of this class use the Str Mod unless otherwise stated.~
Broad Sword Description: Your average sword used by everyone from novices to veterans. Nothing special. Rank: I Damage: 4-10 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 10+
Iron Sword Description: An upgraded Broad sword made of Iron instead of bronze which increases the weight considerably. Don’t drop this on your foot. Rank: II Damage: 15-28 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 20+, lvl 5 Special: If strength stat is less than 30, Evasion Bonus is cut by 5
Diamond Sword Description: A blade crafted from diamonds, the hardest natural substance known to man. Question is, how was it cut?! Rank: III Damage: 20-34 + str mod) Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 40+, lvl 10
Rune Blade Description: A sword made for magic wielding swordsmen. It has a lot of pretty symbols and letters on it too. Rank: IV Damage: 40-70 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 40+, Int 20+, lvl 15 Special: While equipped, increase damage of any attack spells done by 5%
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Aug 10, 2009 1:59 pm
Knight Sword Class
Knight Sword Class can include a select few blades such as Defender, Flambard and the Excalibur. These bad boys are the grand daddy swords though. Handed down by only the most noble of soldiers, these weapons demand respect and admiration from any and all that dare set eyes on them. They look pretty damn cool too. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Defender Description: A large sword close to the size of most men. Its size and shape make it almost a necessity to handle with two hands but also gives the sword the ability to act as a shield of sorts. Make sure not to drop it on your foot Rank: II Damage: 15-30 + str mod Equipped: One Hand, Two Hand Requirements: Str 20+, lvl 10+ Special:Increase Evasion Bonus by 10.
Flamenschwert Description: A wave-bladed sword that is said to represent fire when swung properly. Unfortunately, it has absolutely no real fire properties and thus many an adventures have died using it against ice monsters. Rank: III Damage: 30-60 + str mod Equipped: One Hand, Two Hand Requirements: Str 40+, lvl 15 Special: Increase Evasion Bonus by 15.
Odachi Description: A long blade that often gets confused with another. Its size makes it hard to draw but dangerous if it connects. Rank: IV Damage: 40-100 + str mod Equipped: One Hand, Two Hand Requirements: Str 60+, Lvl 20 Special: Increase Evasion Bonus by 20
Great Sword Class
Great Sword Class can include different weapons such as Claymore, Tournesol, Buster Sword, and Zweihänder. Primarily used in melee combat using both hands, but you always get the tooth pick that defies the laws of gravity and swings it one handed. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Claymore Description: Straight and to the point (literally) this sword is of simple design but can cause quite a bit of damage if it connects. Its weight requires that it be used with two hands. Rank: I Damage: 5-15 + str mod Equipped: Two Hand Requirements: Str 20+
Buster Sword Description: A large sword bigger than your average person. This is a clone of a sword of a famous member of SOLDIER whose name was lost to time. His family had this sword made as a memento of his success. Now it has some tie to some stupid blond kid with spiky hair. Rank: II Damage: 16-30 + str mod Equipped: Two Hand Requirements: Str 30+ Special: Increases Strength stat by 2
Nodachi Description: An impossibly long 2-handed sword from the east. Usually used by field soldiers as indoor use of this weapon is impossible due to the length. There’s rumor of an ignorantly long version used one handed by some member of SOLDIER but no one believes it. Rank: III Damage: 35-80 + str mod Equipped: Two Hand Requirements: Str 50+, lvl 10
Zweihänder Description: A large, straight blade that could easily cut a man in two. It is even said that with enough skill one could behead multiple people in a single slash. Rank: IV Damage: 75-125 + str mod Equipped: Two Hand Requirements: Str 80+, lvl 25+
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 24, 2009 9:41 am
Gunblade Class Gunblade Class weapons can include different weapons such as Revolver GB, Cutting Trigger and Punishment. A strange mix between the old world and new, this weapon combines a full blade with a gun or gun mechanism for added damage. Due to this fusion of worlds, both sides take a hit to effectiveness to cope with their new found bond. ~ All Gunblades can fire during a melee attack increasing damage of attack by 1.2x and spending one shot. If using ranged attack, weapons of this class do only the base range damage in exchange for enhanced accuracy. If using ranged attack, ignore enemy evasion bonus and use the accuracy provided. So if the accuracy reads 80, you must roll 21 or higher to hit. Anything below is a miss. If using ranged attack, do not use any skill or stat to increase damage or accuracy unless directly stated. If using ranged attack, ignore armor given defense unless specifically stated otherwise. All weapons of this class use Bullet ammunition. Can fire 2 rounds per attack turn. Takes 1 attack turn to reload~
Revolver GB Description: A regular revolver gun refitted with a blade on the barrel. A bit heavy so the accuracy is down a bit but still very powerful. Rank: I Damage: 4-8 + str mod(melee) / 2-7(range) Equipped: One Hand, Two Hand, Duel Wield Requirements: Str 12+, Dex 12+ Special: Has an automatic Range Accuracy of 70% Clip Size: 8
Cutting Trigger Description: A reinforced pistol type handle with a serrated edge blade affixed to it. When the triggers pulled during a slash, the blade almost acts like a chainsaw. Rank: II Damage: 12-25 + str mod(melee) / 5-12(range) Equipped: One Hand, Two Hand, Duel Wield Requirements: Str 25+, Dex 25+, lvl 5 Special: Has an automatic Range Accuracy of 80% Clip Size: 6
Twin Lance Description: A very heavy gunblade as it has two blades affixed to the barrel instead of one like normal. This weapon was made for those who just like getting in people’s faces. Rank: III Damage: 20-30 + str mod(melee) / 12-22(range) Equipped: One Hand, Two Hand, Duel Wield Requirements: Str 40+, Dex 40+, lvl 10 Special: Has an automatic Range Accuracy of 70% Clip Size: 8
Punishment Description: A perfectly crafted work of art in gunblade form. The barrel of the gun has been magically enhanced to assist in the accuracy issue with other gunblades and the blades have mystical runes cut into them that make them lighter to aid in the damage reduction issue common with most gunblades. Of course, it still has it’s flaws but this is pretty damn close to perfection. Rank: IV Damage: 40-65 + str mod / 15-28(range) Equipped: One Hand, Two Hand, Duel Wield Requirements: Str 60+, Dex 60+, lvl 25 Special: While equipped, increases damage of any attack spells done by 2%. Has an automatic Range Accuracy of 80% Clip Size: 8
Axe Class Axe Class can include different weapons such as Hand Axes, Battle Axes, Great Axes, and Giant Axe. These weapons have devastating damage but can be a bit unreliable in that field as well. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Hand Axe Description: An axe that has seen more use as a lumberjacks tool than combat but it can do just as well in both. Rank: I Damage: 2-24 + str mod Equipped: One Hand, Dual Wield Requirements: -
Battle Axe Description: An axe with a finely honed blade. It’s heavy blade is balanced with a long shaft to allow for easier use for fighters of all skill. Strangely enough, it sucks at cutting bread. Rank: II Damage: 5-40 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 10+
Great Axe Description: A massive axe built to do one thing, cleave things in half. And it’s pretty damn good at it. However, the massive size causes it to require two hands to be wielding effectively. Rank: III Damage: 10-60 + str mod Equipped: Two Hand Requirements: Str 30+, lvl 10+
Giant Axe Description: An axe so big, it’s a miracle that any normal person could possibly wield this thing. Rank: IV Damage: 20-120 + str mod Equipped: Two Hand Requirements: Str 50+, lvl 20+
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Dec 24, 2009 10:58 am
Club Class
Club Class can include a verity of different weapons for you bludgeoning pleasure such as flails, maces, clubs and even nun-chaku. These weapons are made not for piercing or cutting or slashing (although they could be modified to do so) but rather for beating the living crap out of anyone that dares stand in your way. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Wooden Club Description: Does exactly what its name implies, clubs the heck out of people. Can be made out of just about any material, the only real requirement is a comfortable grip and a large surface area for blunt force trauma. Rank: I damage: 4-15 + str mod Equipped: One Hand, Two Hand Requirements: Str 10+ Special:Cut’s opponents’ DM by 2 points for hit
Iron Mace Description: No, this isn’t a pepper spray. A solid piece of iron heated and structured into a hardened tool for beating someone’s brains out. Considering both the spray and the clubbing tool can may a person cry for hours with one use, I suppose they are a lot alike. Rank: II damage: 10-25 + str mod Equipped: One Hand, Two Hand Requirements: Str 15+, lvl 5 Special: Cut’s opponents’ DM by 5 points for hit
Steel Flail Description: Take your average club and make the business end a slight bit mobile by attaching it with a chain and just for kicks, give it a few spikes. Now you have an Iron Flail. Rank: III damage: 10-50 + str mod Equipped: One Hand, Two Hand Requirements: Str 25+, lvl 5 Special: Cut’s opponents’ DM by 8 points for hit
Metal Nun-chuku Description: Take a solid metal rod and, for no good reason, break it in half and put a chain between the two half’s to keep them together. Now you have a weapon used by martial arts masters for decades to beat the snot out of people in record time. Rank: IV damage: 25-50 + half str mod and half dex mod Equipped: One Hand, Two Hand Requirements: Str 40+, Lvl 15 Special: Cut’s opponents’ DM by 5 points for hit
Polearm Class
Polearm Class can include weapons such as Spears, Scythes, Halberds and Lances. Due to the length of the poles, two hands are required for effective use of all weapons. When you don't want to get so close to an enemy that you have to smell them, keep them further than arms length with a polearm, and possibly a gas mask just encase. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Javelin Description: A long staffed weapon with a metal piercing pokey thing at the end. Due to the length of the pole and the design of the pokey thing, this can be used as a jabbing implement in melee combat or you can fling it at your opponents from a distance… of course, it’s a one shot weapon unless you have more than one. Rank: I damage: 1-10 + str mod (when melee)/ 2-20 + dex mod (when thrown) Equipped: Two Hand Requirements: Dex 20+ for throwing Javelin Special: + 5 to attack melee
Mythril Spear Description: A polearm with a jagged, mythril stabbing implement. Intricate designs go down the length of the pole supposedly to help with magic but it really doesn’t do anything. They’re pretty though. Rank: II damage: 10-30 + str mod Equipped: Two Hand Requirements: Str 20+, Lvl 5 Special: + 5 to attack melee
Golden Lance Description: A lance made of processed gold making it a lot heavier than pure gold. It’s said the original design was made up by some guy with a thing for golden plates or saucers or something but no one knows for sure. Rank: III damage: 25-50 + str mod Equipped: Two Hand Requirements: Str 40+, lvl 10 Special: + 5 to attack melee
Demon Scythe Description: All along the twisted pole used to hold this massive blade up, there is an ancient language carved into it. It is said that the blade get’s it reddish glow from all the gore and horror it’s inflicted. In reality, the blacksmiths that make this thing are just really clumsy and easy bleeders. Rank: IV damage: 40-80 + str mod Equipped: Two Hand Requirements: Str 60+, lvl 25+ Special: + 5 to attack melee
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 24, 2009 11:38 am
Staff Class
Staff class weapons include staffs and scepters. These weapons are usually weak in physical power but make up for their weakness by boosting the magic of the wielder as well as their elemental prowess ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Wooden Staff Description: A branch for a sacred tree carved into the shape of a walking staff. Some of the sacred magic of the tree still resides in the staff to boost the power of the wielder. Who goes around cutting off limbs of sacred trees anyway? Rank: I Damage: 1-4 + str mod Equipped: One Hand, Two Hand Requirements: Special:Increases Min and Max magic damage by 5
Fire / Ice / Lighting Staff Description: Three separate staffs that are basically identical except they each are enchanted with different elemental magic and thus aid in boosting the damage of different elemental attacks. One wonders how the Fire Staff doesn’t just turn to ash though… Rank: II Damage: 4-10 + str mod Equipped: One Hand, Two Hand Requirements: Int 10+, lvl 5 Special: Increases Min and Max magic damage by 10 *Increases the damage of elemental magic corresponding with the staff equipped by an additional 25%. Does not stack if Duel Wielding.
Wizards Staff Description: A staff said to be used by a great and powerful wizard from some place or another. Many stories surround this staff but the main question that surrounds it is this: How many of these ‘great and powerful wizards’ were there for shop keepers to have infinite supplies of these things? Rank: III Damage: 8-20 + str mod Equipped: One Hand, Two Hand Requirements: Int 25+, lvl 5 Special: Increases Min and Max magic damage by 30 *Increases the damage of all elemental spells by an additional 15%. Does not stack if Duel Wielding.
Queen’s Scepter Description: A magical staff with multiple jewels and decorations all picked to increase the amount of magical power pumped out by this thing. Although, some guys may not be to cool with the pink coloring, there’s also a black version for just such an occasion. Rank: IV Damage: 16-30 + half str mod and half dex mod Equipped: One Hand, Two Hand Requirements: Int 40+, Lvl 10 Special: Increases Min and Max magic damage by 50 *Increases the damage of all elemental spells by an additional 25%. Does not stack if Duel Wielding.
Rod Class
Rod Class can include weapons such as Metal Rods and Wands. Rods tend to have pure magical power used in the production process and thus some of this leaks out to the user to increase magical power and MP. They also can give you a nice bump on the head if someone hits you with it. ~All weapons of this class use the Str Mod for damage increases unless otherwise stated.~
Metal Rod Description: A mystic rod mass produced with remnants of Magicite dust in the production. This gives the rod a slight glitter but not the type that sticks to your skin and never comes off. Rank: I Damage: 2-6 + str mod Equipped: One Hand, Two Hand Equipped: One Hand, Two Hand Requirements: Special:Increases Min and Max magic damage by 5
Mythril Rod Description: A rod made out of pure mythril silver to keep the magical power natural to mythril in tact. The designs on this one actually DO help with magic this time. Rank: II Damage: 5-15 + str mod Equipped: One Hand, Two Hand Requirements: Int 10+, lvl 5 Special: Increases Min and Max magic damage by 10 *Increases MP +20
Healing Rod Description: A strange magical rod that, instead of hurting one’s foes, actually heals the target upon impact. It doesn’t matter if you try to stab this thing through someone’s eye, it will instead heal any vision trouble they have. Unfortunately, the design of it is almost identical to the Mythril Rod except for one extremely small inscription on the bottom so most people still run from anyone swinging this thing. Rank: III Damage Healed: 10-30 + str mod Equipped: One Hand, Two Hand Requirements: Int 25+, lvl 5 Special: Increases Min and Max magic damage by 30 *Increases MP 50+
Stardust Rod Description: A rod created from the remnants of a magically summoned meteor that struck near Midgar. For some reason, everyone there was more than happy to get rid of it. Rank: IV Damage: 20-35 + str mod Equipped: One Hand, Two Hand Requirements: Int 40+, Lvl 10 Special: Increases Min and Max magic damage by 50 *Increases MP +100
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Jan 10, 2010 7:42 pm
Bow Class
Bow class weapons include Composite Bows and Great Bows. These are the primary Long Range Weapon and are perfect for when you don’t want to be on the front lines and get massacred. ~All weapons of this class use the half Str and half Dex mods for damage increases unless otherwise stated. All weapons of this class use Arrow ammunition. Takes 2 attack turns to fire all weapons of this class(one to load arrow, one to fire). Multiple arrows can be loaded at a time at a rate of 1 arrow per 10 points in dex mod~
Long Bow Description: A bow constructed mostly of wood with a length about as long as the average human. It takes a decent amount of strength to mount the string and pull this thing back all the way. Rank: I Damage: 1-10 + half str mod and half dex mod Equipped: Two Hand Requirements: Str +10
Composite Bow Description: A bow made of multiple different materials at different points of the bow to get the most out of it. Due to this, it’s even HARDER to pull the bow back now Rank: II Damage: 10-20 + half str mod and half dex mod Equipped: Two Hand Requirements: Str 20+, lvl 5
Forest Bow Description: A bow made using the secret techniques of forest dwellers that specialize in bow usage. It’s roughly the size of an average adult human but the materials used are secret. Rank: III Damage: 20-40 + half str mod and half dex mod Equipped: Two Hand Requirements: Str 35+, Dex 15+, lvl 15
Yoichi Bow Description: A specially crafted bow with some really impressive meaning… somewhere or another. It’s strong though. Rank: IV Damage: 30-50 + half str mod and half dex mod Equipped: Two Hand Requirements: Str 40+, Dex 40+, Lvl 20
Arrows Arrow: A basic wooden arrow with a metal tip: 5-10 damage Bladed arrow: A basic arrow with sharpened blades down the shaft: 10-15 damage Fire arrow: An arrow set ablaze with magic so its hard to put out: 12-18 Fire damage Frozen arrow: An arrow frozen forever with magic for added damage: 12-18 Ice damage Lightning arrow: An arrow sparking with electricity thanks to magic cast on it.: 8-16 Electrical damage, +5 to Range Accuracy Blunt arrow: An arrow who’s tip has been removed and replaced with a stone block for blunt damage: 15-20 Damage, -10 Range Accuracy, cannot reduce HP lower than 1hp Barbed arrow: An arrow wrapped in barbed wire to make it harder to pull out once it connects: 10-15 damage, and 10 damage for 3 turns cannot be reduced, -5 to attack range Poison arrow: An arrows which tip has been notched and soaked in poison over a long period, 10-15, If arrow connects roll 1 d10. If outcome is 1 or 10 target must do a Fort Save vs DC of 20 to resist poison effect, failure results in stone
Crossbow Class
Crossbow Class can include weapons such as Small Crossbows, Ballista and even Auto-Crossbows. Due to their light weight, they can easily be used one handed giving users the option to carry a shield. ~All weapons of this class use the Dex Mod for damage increases unless otherwise stated. All weapons of this class use bolt ammunition. Takes 2 attack turns to fire all weapons of this class(one to load arrow, one to fire).~
Crossbow Description: The lazy man’s bow or the primitive gun, you be the judge. All one has to do is load the arrow then aim and shoot. No real strain involved. Rank: I Damage: 10-25 + dex mod Equipped: One Hand Requirements: Dex +10
Duel Crossbow Description: A crossbow with two launching platforms side by side. This allows for the firing of two bolts at once. Rank: II Damage: 15-30 + dex mod Equipped: One Hand Requirements: Dex 20+, lvl 5 Special: 2 bolts can be loaded and fired at once.
Mini-Ballista Description: A shrunken version of the artillery ballista. Delivers a scaled down amount of damage equivalent to a real ballista shot if it was this small. The string for this is made extremely easy to pull back for the weak so load time is cut in half. Rank: III Damage: 30-60 + dex mod Equipped: One Hand Requirements: Str 25+, Dex 15+, lvl 5 Special: Takes 1 attack turn to fire
Auto-Crossbow Description: A mechanical crossbow crafted with the latest in archery technology. Allows for the firing of multiple bolts at one time. However, a design flaw (aka laziness of crafters) restricts this bow to only using normal bolts. Rank: IV Damage: 30-60 + dex mod Equipped: One Hand Requirements: Dex 60+, Str 20+, Lvl 10 Special: Can fire up to 6 bolts at once. *Cost 3 attack turns to fire all though (2 to load all arrows and 1 to fire)
Bolts Bolt: A simple bolt made of metal and a sharpened point: 10-15 damage Bladed bolt: A metal bolt with sharpened edges: 12-24 Fire damage Burning bolt: A bolt set ablaze with magic so it burns forever: 12-24 Fire damage Frost bolt: A bolt frozen forever with magic for more damage: 12-24 Ice damage Bolt bolt: A bolt laced with electricity thanks to magic for more damage: 12-24 Electrical damage Drill bolt: A bolt with spiral channels cut into the length of the shaft so the bolt spins like a drill bit: 25-30 damage, +5 attack range Bolt of Aegis: A bolt with a petrifaction spell set to react to impact: 10-20 damage, If arrow connects roll 1 d10. If outcome is 1 or 10 target must do a Fort Save vs DC of 20 to resist stone effect, failure results in stone.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 14, 2010 9:00 am
Hand Gun Class
Hand Gun class weapons include Pistols, Peacemaker, and Buntline. These weapons fire more round for less power than their higher caliber brethren but more rounds usually mean more holes in the other guy so it all evens out. ~All weapons of this class do only the base damage in exchange for enhanced accuracy. Gun type weapons ignore enemy evasion bonus and use the accuracy provided. So if the accuracy reads 80, you must roll 21 or higher to hit. Anything below is a miss. Gun type weapons do not use any skill or stat to increase damage or accuracy unless directly stated. Gun type weapons ignore armor given defense unless specifically stated otherwise. All weapons of this class use Bullet ammunition. Can fire 2 rounds per attack turn. Takes 1 attack turn to reload.~
Pistol Description: A basic Hand Gun with minimal power. Doesn’t take much to learn how to use it. Rank: I Damage: 2-10 Equipped: One Hand Requirements: Special: Has an automatic Range Accuracy of 70% Clip Size: 9
Peacemaker Description: A revolver type handgun favored by those who want a western feel in the middle of combat. The barrel is a little longer than an average revolver… but your not compensating for anything, promise. Rank: II Damage: 5-15 Equipped: One Hand Requirements: Dex 10+, lvl 5 Special: Has an automatic Range Accuracy of 90% Clip Size: 6
Magnum Description: A gun with a lot of power packed in a small size. Has even been rumored to blow a nice sized hole through your chest. So… feeling lucky punk? Rank: III Damage: 10-25 Equipped: One Hand Requirements: Dex 20+, lvl 5 Special: Has an automatic Range Accuracy of 80% Clip Size: 8
Buntline Description: A customized revolver with an elongated barrel for better accuracy. Many of the parts have been magically enhanced and machined for precision firing and accuracy. Yes… you are a one man army with this. Rank: IV Damage: 16-30 Equipped: One Hand Requirements: Dex 30+, Lvl 10 Special: Has an automatic Range Accuracy of 80% Clip Size:12
Rifle Class
Rifle Class can include weapons such as Shotguns, Winchester, and Sniper Rifle. Due to their heavy fire power they can easily do a large amount of damage in a short amount of time. ~All weapons of this class do only the base damage in exchange for enhanced accuracy. Gun type weapons ignore enemy evasion bonus and use the accuracy provided. So if the accuracy reads 80, you must roll 21 or higher to hit. Anything below is a miss. Gun type weapons do not use any skill or stat to increase damage or accuracy unless directly stated. Gun type weapons ignore armor given defense unless specifically stated otherwise. All weapons of this class use Bullet ammunition. Takes 1 attack turn to reload.~
Long Barreled Rifle Description: An old style rifle used in Westerns and other movies of such. It has a high recoil rate but takes little time to reload so it all evens out. Rank: I Damage: 10-25 Equipped: Two Hand Requirements: Special: Has an automatic Range Accuracy of 75% Clip Size: 1
Shotgun Description: A double barrel gun set with bullets that scatter upon firing. Meant to take out as much as possible with as little trouble as possible. Puts a nice little circular hole in your chest too. Rank: II Damage: 12-30 Equipped: Two Hand Requirements: Dex 15+, lvl 5 Special: Has an automatic Range Accuracy of 70% Clip Size: 4
Winchester Description: An old school rifle that still has a huge amount of punishment to dish out. It’s named after some famous gunfighter or demon hunter or something, no one’s sure really. Rank: III Damage: 20-35 Equipped: Two Hand Requirements: Dex 30+, lvl 5 Special: Has an automatic Range Accuracy of 80% Clip Size: 2
Sniper Rifle Description: An old favorite of just about anyone who’s watched an army movie. Able to fire from extremely long distances without giving away the shooters position. Equally just as effective at closer ranges as well. Rank: IV Damage: 30-50 Equipped: Two Hand Requirements: Dex 30+, Lvl 10 Special: Has an automatic Range Accuracy of 90% Clip Size:4 Can be fired while in Hiding without giving away position.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jan 14, 2010 12:36 pm
Musical Instrument Class Musical Instrument Class can include such tender tone creating items such as Harps, Bells, Flutes and Horns. An abnormal choice of weapons, these seemingly regular musical instruments can cause quite a stir when used in combat.. ~All weapons of this class use half Dex and half Int Mods for damage increases unless otherwise stated.~
Harp Description: A standard harp that plays wondrous music to friends but seems to confuse opponents as to why anyone would use a harp on the battle field! Rank: I Damage: 10-20 + half dex mod + half int mod Equipped: Two hand Requirements: Int 10+, Dex 10+ Special: If attack hits, inflict Confusion
Demon Bell Description: A very sinister bell that is shaped like two demon horns wrapped around each other. Ringing this can send a chill down anyone’s spine with relative ease. Rank: II Damage: 15-28 + half dex mod + half int mod Equipped: One hand Requirements: Int 20+, Dex 20+, lvl 5 Special: If attack hits, inflict Paralysis
Aona Flute Description: A specially made flute crafted from the most disgusting parts of a Molboro and Bomb. Thanks to special crafting used, this flute actually protects instead of harms when handled… who knew? Rank: III Damage: 32-42 + half dex mod + half int mod Equipped: Two hand Requirements: Int 40+, Dex 40+, lvl 10 Special: Prevents Poison, Blind, Sleep, and Silence while equipped
Kingdom Horn Description: A majestic horn that riles ones urges and pushes them to combat. It is a symbol of a great kingdom long since lost. Probably vanished thanks to all the soldiers’ running head long into battle. Rank: IV Damage: 35-55 + half dex mod + half int mod Equipped: Two hand Requirements:Int 40+, Dex 60+, lvl 20 Special: If attack hits, inflict Berserk.
Fabric Class Fabric Class can include such soft feeling things such as Diaseb Cloth, Cashmere, Devil Satan, and Wyrmweave Silk. To see someone on the battlefield using this type of item would probably cause quite a stir but what it lacks in damaging power, it more than makes up for in it’s ability to aid in evasion tactics. ~ All weapons of this class use Dex Mods for damage increases unless otherwise stated ~
Diaseb Cloth Description: A long line of beautiful cloth made on the island of Diaseb. It’s fabric is highly textured causing it to be a bit rough to the touch but it aids greatly in deflecting attacks. Rank: I Damage: 6-12 + dex mod Equipped: Two handed Requirements: Dex 15+ Special: Increases Evasion Bonus and Reflex Save by 10
Cashmere Description: A well made line of cashmere cloth that can easily wrap around and warm the user. It’s soft lines aid in deflection of attacks. Rank: II Damage: 10-20 + dex mod Equipped: Two hand Requirements: Dex 20+ Special: Increases Evasion Bonus and Reflex Save by 20
Devil Satan Description: A piece of cloth rumored to have been woven by the devil himself. It’s dark colors seem to absorb blows and slide them right off. Rank: III Damage: 14-25 + dex mod Equipped: Two hand Requirements: Dex 35+, lvl 5 Special: Increases Evasion Bonus and Reflex Save by 30
Wyrmweave Silk Description: An extremely strong piece of silk made from the eggs left over after the hatching of a Wyrm. It’s a super secret skill to be able to turn an egg shell into something this soft. Rank: IV Damage: 20-30 + dex mod Equipped: Two hand Requirements:Dex 60+, lvl 10 Special: Increase Evasion Bonus and Reflex Save by 50
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 25, 2010 11:16 am
Card Class Card Class can include such great reads as Basic Deck, Duel Deck, Death Tarot, and Full Trump. An abnormal choice of weapons, these seemingly regular playing cards can sometimes have very… odd effects to make up for their rather low damage potential. ~All weapons of this class use the Dex mod for damage increases unless otherwise stated. 3 cards can be thrown at once for 1 Action cost if Dex stat is over 20.~
Basic Deck Description: A standard, 52 card deck plus 2 jokers. Really… that’s about it. Rank: I Damage: 2-4 + dex mod Equipped: One hand Requirements: Dex 10+
Duel Deck Description: A special set of playing cards who’s edges were lined with a thin metal, sharpened like a razor, making this deck specifically for combat. Just be careful when shuffling. Rank: II Damage: 4-8 + dex mod Equipped: One hand Requirements: Dex 20+, lvl 5
Death Tarot Description: A deck of Tarot cards that have been modified to be used in combat. The edges have been lined with various magical runes to assist in casting an array of spells. Rank: III Damage: 6-12 + dex mod Equipped: One hand Requirements: Dex 40+, lvl 10 Special: *If attack hits, roll a 1D4. If result is 1: do nothing, if 2: Cast Fire, if 3: Cast Blizzard, if 4: Cast Thunder. *Increases Magic damage by 5%
Full Trump Description: A ‘stacked’ deck if you will. The cards are always in your favor with this deck and your targets will usually hate its use. Rank: IV Damage: 10-18 + dex mod Equipped: One hand Requirements:Dex 60+, lvl 20 Special: *If attack hits, roll a 1D4. If result is 1: do nothing, if 2: Inflict Poison, if 3: Inflict Blind, if 4: Cast Sleep. *Increases Fort and Will Save checks by 10
Book Class Book Class can include such great reads as Sorcery Tome, Book of Elements, and Sages Greatest Hits. Favored mostly by mages, these abnormal weapons use ones magical power to attack via hexes and curses read right off the pages instead of any physical damage. Of course, if one wanted to smack someone in the head with this, that’s more than ok. ~All weapons of this class are classified as range magic weapons and can be used without giving one’s position away if they are in hiding.~
Mage Book Description: As boring as it may be, it’s even worse to hear someone read this aloud. The hex that flows from it lies within the boredom it installs. Rank: I Damage: 2-6 + int mod Equipped: One handed Requirements: – Special: If attack hits, cast Sleep on target
Sorcery Tome Description: A book of various spells and hexes that anyone who considers themselves a true mage should know. Can make your opponent a little red with anger to hear you spewing all the uppity things in the book. Rank: II Damage: 7-12 + int mod Equipped: One hand Requirements: Int 15+, lvl 5 Special: If attack hits, cast Berserk on target
Book of Elements Description: A spell book that teaches all there is to know about manipulation of the elements and how they work in everyday life. It was written, however, by 4 different people at the same time so the hexes spoken from it can sometimes confuse the listener. Rank: III Damage: 14-25 + int mod Equipped: One hand Requirements: Int 30+, lvl 10 Special: If attack hits, cast Confusion on target
Sages Greatest Hits Description: An extremely old spell book that houses eons of knowledge from various different masters of the magical arts. When a hex is read from this, the listener can feel time’s icy grip getting a hold of them. Rank: IV Damage: 20-40 + int mod Equipped: One hand Requirements:Int 50+, lvl 20 Special: If attack hits, cast Stop on target
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Feb 01, 2010 7:29 am
Robes Everyone makes fun of the mage until they whip out a level 57 firaja on their heads. But that’s besides the point. Any reasonable mage should also be fashionable. This line of armor includes things like the White Robe and Black Robe specifically for assisting mages. While they don’t provide much in the way of physical protection, they’ll definitely be a help against that level 57 firaja b*****d. ~ All Armors in this class reduce magic damage and physical damage~
Adventurer’s Robe Description: An essential for any true magic wielder out there. While its made out of a wool / cotton combination, there are special (albeit half heartedly drawn) runes on the inside that boost its protection to magic. Rank: I Magic Defense Modifier: -10 / -1 Df Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 1+ Special: +20 MP
White Robe Description: A robe woven with white magic chants cast on it for 3 days straight to strengthen its resistance to evil magic’s and hexes. However, someone with a really horrid fashion sense put little red triangles all over it for no good reason. Rank: II Magic Defense Modifier: -40 / -8 Df Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 2+, Int 5+ Special: Raises Wisdom by 10 Points
Black Garb Description: A robe set with hexes that glow in the right light. During it’s creation, a group of Black Mages cast spells for all parts of the creation process so the clothing is infused with magical essence. But for some odd reason, everyone who wears this, their whole head vanishes and you just see their eyes. Rank: III Magic Defense Modifier: -40 / -6 Df Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 2+, Int 10+ Special: Raises Int by 10 Points
Mythril Robe Description: Mythril Silver was ground down and reformatted into thread then sown into this Robe. Due to Mythril’s natural magical properties, this garment provides top notch magical protection. Rank: IV Magic Defense Modifier: -80 / -10 Df Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 10+, Int 30+
Light Armor Ease of maneuvering, comfortable fit and, most of all, protection for the most vital of areas: that’s what Light Armor is all about. Housing such pieces as Adventurer’s Garbs and Leather Armors. Usually used by archers, thieves and other stealth/speed oriented fighters, these pieces of armor do nothing to restrict your motion but also don’t provide very much in the way of defense either. Still, something’s better than nothing. ~ No Dexterity Penalty for any of these armors~
Adventurer’s Garb Description: While a fairly broad term, this piece of armor usually refers to whatever you can find at the local clothing(not armor) store to cover your butt in the wild. While not the strongest of armor, it still provides general protection from the elements and such. Rank: I Defense Modifier: -1 Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 1+
Leather Vest Description: Someone went and killed a cow and snatched it’s hide off to make this armor. A bit better than just any old clothes but still not the best. You have to wonder though: it didn’t stop the butcher, so how much is it gonna protect you? Rank: II Defense Modifier: -3 Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 1+
Padded Armor Description: Take more of the cow’s hide, make it into leather and put padding in it. You actually feel a bit protected in this thing but its still just cow butt with some stuffing in it. Rank: III Defense Modifier: -8 Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 5+
Mythril Mail Description: Surprisingly well made and equally light, this armor provides the type of protection one would want with none of the drawbacks of heavier armors. Thanks to the Mythril Silver used, it even sparkles a little bit. Rank: IV Defense Modifier: -12 / -20 MDf Dexterity Penalty: 0 Equipped: Body Requirements: Lvl 5+
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Feb 24, 2010 6:43 am
Armor You’ve finally upgraded to something that can actually protect your bum in a pinch. Includes such staples of armor as Chain Mail, Breast Plates and Plate Mails. It’s still not perfect but far better than what you could do. Due to the extra weight of these armors, they do slow you down a bit but nothing a true fighter can’t overcome.
Chain Mail Description: Take a ring of steel and about 2 million of it’s closest friends and link them all together in a nice shirt design. If you can believe it, they use to have people with reinforced needle and sowing kits putting these things together by hand link by link. Provides a bit of protect but do to it being just a bunch of rings, your defense is full of holes. Rank: I Defense Modifier: -4 Dexterity Penalty: -1 Equipped: Body Requirements: Lvl 1+
Bone Mail Description: Monster bones left to bleach in the sun and then fashioned into various shapes are brought together to make this armor. Thanks to the bleaching, you might be mistaken for someone’s ‘white knight’ till the see the skulls hanging around and dog teeth marks on your armor. Rank: II Defense Modifier: -8 Dexterity Penalty: -2 Equipped: Body Requirements: Lvl 2+, Str 5+
Breast Plate Description: A solid piece of steel shaped to fit over the head and guard the chest and other vitals of the abdomen area. It provides a solid piece of protection but thanks to it being a single piece of steel, one kink in the armor makes most of it completely useless. It’s shiny though. Rank: III Defense Modifier: -15 Dexterity Penalty: -4 Equipped: Body Requirements: Lvl 5+, Str 10+
Plate Mail Description: An upgrade to the Breast Plate in that now it’s multiple plates of steel layered on top of each other. While this makes it far heavier than it’s predecessor, it also makes it far better at protecting your bum. The separate steel plates defuse the impact over themselves instead of taking the hit in one single location. Rank: IV Defense Modifier: -24 Dexterity Penalty: -8 Equipped: Body Requirements: Lvl 10+, Str 20+
Heavy Armor Welcome to the big leagues of armor. Includes pieces of armor such as Diamond Armor and Dragon Bone Armor. In one of these bad boys, you won’t be able to move an inch but you could probably also take a shot from a Behemoth dead on and barley feel the impact. These are insanely heavy but provided some of the best protection money can buy.
Composite Armor Description: Much like a composite bow is made of various materials to take advantage of their strengths, so is this armor. Various pieces of the armor are crafted with various types of material to take advantage of things such as flexibility or impact absorption. Rank: I Defense Modifier: -6 Dexterity Penalty: -2 Equipped: Body Requirements: Lvl 1+, Str 5+, Con 5+
Diamond Mail Description: The strongest naturally occurring ore in the world has been fashioned into a piece of armor. The price for this thing is just as extravagant as you’d expect a giant diamond to be. Provides a great deal of protection though. Rank: II Defense Modifier: -12 Dexterity Penalty: -4 Equipped: Body Requirements: Lvl 5+, Str 20+, Con 10+
Adamantitie Plate Description: Adamantine, a material crafted and used by the monster of the same name, has been harvested and formed into this armor. Due to the densitity of the material, it is extremely heavy but provides well on defense. To bad a monster had to go naked for you to get it. Rank: III Defense Modifier: -24 Dexterity Penalty: -8 Equipped: Body Requirements: Lvl 5+, Str 40+, Con 20+
Dragon Suit Description: A suit of armor specially made from dragon bone. Harder than dragon scale and far heavier, these’s suits of armor cover just about the entire body and are a pain to walk around in. Good news is that the behemoth that hit you will be asking if anyone got the number of the bus it ran into. Rank: IV Defense Modifier: -48 / -40 MDf Dexterity Penalty: -16 Equipped: Body Requirements: Lvl 20+, Str 70+, Con 40+
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Feb 24, 2010 6:45 am
ITEMS
All you could ever need to keep yourself in good health even in the worst of dungeons.
Name: Potion Description: Restores a small amount of HP. Effect: Restore max HP/10 (10% of max HP). Cost: 20 Gil Limit: 10 Special: Damages Undead for max HP/10(10% of max HP)
Name: Hi-Potion Description: Restores a good portion of HP. Effect: Restore max hp/4 (25% of max HP). Cost: 500 Gil Limit: 5 Special: Damages Undead for max HP/4(25% of max HP)
Name: Al Bhed Potion Description: The Al Bhed's personalized healing elixir that heals and cures. Effect: Restore max hp/4 (25% of max HP). Cost: 1000 Gil Limit: 5 Special: *Damages Undead for max HP/4(25% of max HP) *Raises Fort Check against Poison and Blind by 5 for 3 posts *Removes Petrify status
Name: X-Potion Description: Restores a large portion of HP. Effect: Restore max hp/2 (50% of max HP). Cost: 2000 Gil Limit: 2 Special: Damages Undead for max HP/2(50% of max HP)
Name: Ether Description: Restores a small amount of MP. Effect: Restore max MP/10(10% of max MP) Cost: 20 Gil Limit: 10
Name: Energy Drink Description: Restores a small amount of AP. Effect: Restore max AP/10(10% of max AP) Cost: 20 Gil Limit: 10
Name: Hi-Ether Description: Restores a decent amount of MP. Effect: Restore max mp/4(25% of max MP) Cost: 500 Gil Limit: 5
Name: Large Energy Drink Description: Restores a small amount of AP. Effect: Restore max AP/4(25% of max AP) Cost: 500 Gil Limit: 5
Name: Al Bhed Ether Description: The Al Bhed's personalized magical elixir that recovers MP and cures. Effect: Restore max mp/4 (25% of max HP). Cost: 1000 Gil Limit: 5 Special: *Raises Will Check against Silence and Mini by 5 for 3 posts *Removes Zombie status
Name: Mega-Ether Description: Restores a decent amount of MP. Effect: Restore max mp/2(50% of max MP) Cost: 2000 Gil Limit: 2
Name: 5-Hour Energy Drink Description: Restores a decent amount of AP. Effect: Restore max Ap/2(50% of max AP) Cost: 2000 Gil Limit: 2
Name: Phoenix Down Description: The molted feather of a young Phoenix. Effect: Revive target with 1 HP Cost: 1500 Gil Limit: 1 Special When used against undead roll 1d10 if you roll 1 or 10 kills undead target
Name: Antidote Description: A small vial of anti-venom. Effect: Increases Fort Check against Poison by 10 for 3 posts Cost: 50 Gil
Name: Echo Screen Description: An herb that relaxes the vocal cords to allow ease of speech Effect: Increases Will Check against Silence by 10 for 3 posts Cost: 50 Gil
Name: Eye drops Description: A small poultice of serum which clears vision. Effect: Increases Fort Check against Blind by 10 for 3 posts Cost: 50 Gil
Name: Vaccine Description: A specially formulated serum to remove all virus bodies from the system. Effect: Increases Fort Check against Virus, Disease and/or Plague by 10 for 3 posts Cost: 50 Gil
Name: Mallet Description: Not really sure how but a good smack in the head from this makes you feel better. Effect: Increases Will Check against Mini and/or Amnesia by 10 for 3 posts Cost: 50 Gil
Name: Maiden’s Kiss Description: A bust of a beautiful woman that, when touched, can transform you. Effect: Increases Will Check against Transform by 10 for 3 posts Cost: 50 Gil
Name: Band-Aid Description: A sterilized piece of rubber and cotton applied to the body patches up everything. Effect: Increases Fort Check against Disable and/or Immobilize by 10 for 3 posts Cost: 50 Gil
Name: Aloe Description: An oil from the Aloe plant that sooths burns and cuts. Effect: Increases Fort Check against Burn by 10 for 3 posts Cost: 50 Gil
Name: Insta-Blanket Description: A single use self heated blanket for warming up quickly. Effect: Increases Fort Check against Frost-bite by 10 for 3 posts Cost: 50 Gil
Name: Rag Description: A thick cloth that is used to clean up spills and filth but it’s insanely hard to clean out once used. Effect: Removes Oil and/or Drench status Cost: 50 Gil
Name: Soft Description: A needle fine enough to penetrate solid stone, and cause it to crack and break apart. Effect: Removes Petrify status Cost: 50 Gil
Name: Holy Water Description: Water blessed by the church. Effect: Removes Zombie status Cost: 50 Gil
Name: Remedy Description: A combination of multiple ailment cures Effect: Raises Fort and Will Check by 5 for 5 posts. Cost: 200 Gil
Name: Cure all Description: Literal panacea Effect: Remove all status effects. Cost: 1000 Gil Limit: 1
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|