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Solidify
Captain

PostPosted: Mon Oct 16, 2006 1:53 pm


If you win a battle you get an extra prize: A piece of gear for your character. There will also be gear 'upgrade' quests but that will be a long time from now.

You must earn your gear in a special order. Bracers are the weakest, so you get them first. The order you get your gear is as outlined below: (if you see names divided up the first is what it's called for Melee based classes, the second is what it's called for Hybrid classes and the last is what it's called for Magic based classes.)

Bracers: Adds +5 to your HP for Melee classes and +3 to your MP for Magic classes. Hybrids get to choose which stat to raise.

Boots/Shoes/Sandals: If you miss your opponent but if your last die roll is a 6 OR a 5, you will still hit that opponent...you just can't crit them.

Shoulders: Allows you to upgrade one of your abilities. (if you get your Shoulders before you receive an Upgradeable spell, that spell will automatically come in its Upgraded form when you learn it)

Cape: Adds magical protection and other unique 'auto-abilities.'

Neck: Teaches you your Limit Break ability!

Ring: Increases your critical chance of ALL abilities by 3%. Also stacks with any critical-raising abilites you already have.

Leggins: Adds +1 to your defense roll if applicable. Your maximum defense can only be 5 though, remember that.

Helm/Bandana/Crown: Allows you to upgrade a second ability.

Breastplate/Suit/Robe: Maxes out either your HP or MP for pure classes and beefs up both HP/MP for Hybrid classes.

Weapons (Sword/Dagger/Staff etc.): Increases the damage of your abilities. More powerful weapons add more +damage. Also teaches you certain spells or beefs up current abilities that you already have.
PostPosted: Mon Oct 16, 2006 1:56 pm


Utimate Weapon

The Sword of the One Winged Angel: (Sephiroth's sword) Darkness attacks +3, Mp -10, Defence -1, Reg Attack +2, Crit damage on 5 or 6

WinglessFairy
Crew


Solidify
Captain

PostPosted: Mon Oct 16, 2006 2:04 pm


That's very good Wingless but we won't need negative stats.

So Darkness attack, +3 MP, Reg Attack +2, Increases critical chance rating (cuz some people have the Primal Rage ability and this will further improve that)..

Perfect.
PostPosted: Mon Oct 16, 2006 2:20 pm


oohk!

glad you like ^^

Ultimate weapon (gun)

Multi-Flare Blaster (Attack +1, Defence + 1, Fire magic +1 allows for you to attack twice (roll 2 4-sided dice instead of the one 6 die)

WinglessFairy
Crew


Solidify
Captain

PostPosted: Mon Oct 16, 2006 2:22 pm


Attack +1/Defense +1

The magic bonus doesn't belong there. That would be more for Staves, I think.

Remember there's other stuff not just weapons (which I'll type out soon either today or tomorrow) Soooo weapons probably won't do 3 things like that.

Keep thinking of more ideas but lemme add the other stuff I came up with so far. =)

Glad you all are enjoying this, though!
PostPosted: Mon Oct 16, 2006 2:28 pm


heeheeeheee!!!

-runs around-

Ring of the Flames (Mp +2, Fireeater (you know what that is, right?), Fire magic +2)
Ring of the Waves (same as above, just water, not fire)
Ring of the Storm (same as above, just thunder)
Ring of the Frost ()...do i have to explain?)

rare item:

Ring of the Spirits (MP +5, allows Flare to be cast (costs 15 Mp). can only be worn by those with mage abilities.)

WinglessFairy
Crew


WinglessFairy
Crew

PostPosted: Mon Oct 16, 2006 2:32 pm


Cure targe (healing spells more effective, +2 MP, cannot be zombified)
SOS Null Targe (when HP goes below 10, magic will have less effect)
SOS Cure targe (when Hp goes below 8, casts cure (only happens once) MP +3)
PostPosted: Mon Oct 16, 2006 2:36 pm


Dusk Cloak (Darkness moves +2, DarkEater (absorbs dark attacks) Defense +1, allows invisibilty for one turn, cannot be used within 3 turns of last usage.)
NullAllCloak (Mp +2, Defence +1, is not effected by lvl 1 base magics (fire, water, ice, lighting, earth, ect...does not count stuff like Flare, ultima, darkenss or light)
Cloak of the Elementalist (Fire Eater, Water Eater, Ice Eater, Thunder Eater, Earth Eater)

WinglessFairy
Crew


Solidify
Captain

PostPosted: Mon Oct 16, 2006 2:39 pm


Great ideas but as for the 'Eater' abilities they'll only be able to absorb ONE attack per battle. Not trying to make Mages useless here!!! Basically you'll force the Mage to heal you for a bit if it hits as well as make them waste MP. But that's pretty powerful so only works once in battle.

The Invisiblity Cloak should be separate and should be the same thing. (once in battle)

Cloak of the Elementalist will be an Epic-quality cloak and will be able to absorb one of any magic type. But it's very, very rare.

Ultima/Flare aren't elemental-based so they don't get as much penalties.

Also for balance purposes, and because White Mages don't have many options to damage their enemies and because Smite is one of the weaker spells, there will be NO 'Holy Eater' ability.

Sound good to everyone? =)
PostPosted: Mon Oct 16, 2006 2:43 pm


Cure targe (+3 to healing spells, +2 MP, cannot be zombified)
SOS Null Targe (when HP goes below 10, magic will have less effect)
SOS Cure targe (when Hp goes below 8, casts Heal (only happens once) MP +3)


I like all three of these. Perfect and balanced, great.

Solidify
Captain


Solidify
Captain

PostPosted: Mon Oct 16, 2006 2:52 pm


MAGUS STAFF OF CASTING:

Reduces the MP cost of all abilities by 1. (Ultimate weapon)

BLADE OF DESTINY:

All of your abilities that have cooldowns and set times you can use them in battle, you can use them once more. (Melee/Hybrid Ultimate weapon)

ROBE OF SUPREME ENLIGHTENMENT: The best robe in the game. Automatically makes your MP 40 when you fight, giving you the highest possible roll!

BREASTPLATE OF ULTIMATE HEROISM: The best breastplate in the game. Automatically makes your HP 100 when you fight, giving you the highest roll!

SUIT OF THE ELITES: The best suit in the game. Automatically makes your HP 70 and your MP 30, if your current rolls are lower than these numbers.
PostPosted: Mon Oct 16, 2006 2:56 pm


Solidify
Great ideas but as for the 'Eater' abilities they'll only be able to absorb ONE attack per battle. Not trying to make Mages useless here!!! Basically you'll force the Mage to heal you for a bit if it hits as well as make them waste MP. But that's pretty powerful so only works once in battle.

The Invisiblity Cloak should be separate and should be the same thing. (once in battle)

Cloak of the Elementalist will be an Epic-quality cloak and will be able to absorb one of any magic type. But it's very, very rare.

Ultima/Flare aren't elemental-based so they don't get as much penalties.

Also for balance purposes, and because White Mages don't have many options to damage their enemies and because Smite is one of the weaker spells, there will be NO 'Holy Eater' ability.

Sound good to everyone? =)

yepp!

glad you like ^^
i have more twisted

oooh i liek youres. sucky names though xDD

WinglessFairy
Crew


Solidify
Captain

PostPosted: Mon Oct 16, 2006 3:32 pm


Neck: Necklaces/Chokers etc. do something unique and special: they teach your character their 'limit break!' You can make-up your own Limit Break but it must be approved by me first.

HOW LIMIT BREAKS WORK: In battle if you get hit three times in a row, your Limit Break will be activiated.

Limit Breaks can only happen once per fight.

Limit Break damage attacks usually do decent damage and they ALWAYS ignore your character's defense.

Because of the conditions, Limit Break attacks are quite powerful, but not TOO powerful.

In addition to your necklace item, every 'item type' does something unique and special for your character.

Cape: Various elemental/magical properties.

Chest piece: (see my above post)

Rings: Rings increase your critical chances. So when you get your ring you can now crit if you roll a 5 or 6 or a 4, 5, or 6 if you've learned a critical-raising ability.

Bracers: Slightly raises your HP or MP depending on class. Hybrids can choose which stat to raise, as a bonus.

Leggins: Adds 1 defense to your dice roll. Your maximum defense can only be 5 though, remember.

Shoulders/Feet: Dunno yet. Will think of something soon.

Weapons: Teaches new abilities and also beefs up your +damage stat.
PostPosted: Mon Oct 16, 2006 5:50 pm


I think feet stuff should increase agility/accuracy



Necklaces:

Tsuki Pendant :
White Mages learn: Heavenly Rays (ray of light heals 10HP and does 15 Holy damage)
Black Mages learn: Forces of Mistress Luna (Meterites crash into the opponent. the move cannot miss, but damage ranges from 4-25)
Melee Move: By the Moonlight (attacks repeatedly (2-6 times) doing 3-4 damage each hit. roll a 6-sided die to see how many times you hit opponent. if roll a 1, you still hit twice.)

Heavenly Aura:
White mages learn: White Mages learn: Purgatory (holy damage; rays of light shine from above, searing the opponent. 8-15 damage)
Black mages learn: MegaFlare (Bahumat's overdrive attack; 10-20 damage)
Melee: The Guardian (becomes empowered by light; all attacks count as holy damage for next 5 turns and attack +4)

Shadow Thief:
White mages: Redemption (attacks with holy magic, and heal 50% of damage done to opponent)
Black Mage: Osmosis (Absorbs MP and HP from enemy)
Melee: Frozen Time (time freezes (opponent loses one turn); multiple slashes at enemy, counts as darkness damage. attack 10-15)
Thief: Shadow Summon (gains momentary control of the opponents shadow, which then mimics the moves of the theif (ect, if theif does 3 damage to enemy, shadow also does 3 damage.) lasts 3 turns)

WinglessFairy
Crew


Solidify
Captain

PostPosted: Mon Oct 16, 2006 5:54 pm


Yes... Feet: If you roll a 5 or 6, but also miss your opponent, you will still hit your opponent.

That's PERFECT.

Your other abilities are cool too. I like the White Mage stuff.
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