Post by Jagen Lavender♛ on Oct 18, 2020 2:17:15 GMT -5
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Items is the general term given to weapons, trinkets, and other odds and ends found throughout the world. Over time, players can purchase items or find them on their grand adventures. But no matter how many one owns, they can only bring three items with them at any given time. While items are in abundance, those that hold magical power and skills are often limited or hard to come by.
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Items come in three distinctive classifications: Mundane, Magical, and Relics. With each tier, they generally grow more rare and powerful. Within these main three classifications, items are broken into four types: Weapons, Armor, Trinkets, and Accessories. Items will only take damage if they are struck directly. Meaning, blasting someone with an AoE will not necessarily break the items they hold unless they attempt to use it to defend themselves.
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Note: Item prices can be found in the Item Approval thread.
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WEAPONS
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ARMOR
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TRINKETS
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ACCESSORIES
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Items that utilize abilities or skills will have these skills classified into Trigger, Burst, and Flow. This is for factoring the mana cost of an item’s skill, as well as each ability's cooldowns after its use. More information about these three skill types can be found below in the skill section.
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Magic items and relics, being able to utilize abilities other than the basic function of that item’s vessel, will have certain number of slots available to them. The number of slots an item can utilize is based on the player's and item’s rank.
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Items start with a set number of base slots. A single slot is equal to a junior rank effect, with that slot cost increasing with each tier that the ability goes up (Junior = 1 // Intermediate = 2 // Senior = 3).
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While items can be upgraded, they will automatically lose every single slot that they have purchased upon doing so. They will have to repurchase each of these slots, forcing players to be wise when it comes to these decisions. Additional slots can be bought at 25% base cost of the items rank.
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Grand rank abilities are only available to relics and Archmage rank abilities are unable to be used by any items.
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Mundane items are, in terms of rarity, about as common as they get. Think of these items as your basic sword, shield, or suit of armor. They serve mainly as they do in the real world. Weapons will deal their rank in damage, armors will block incoming damage, and trinkets and accessories are more for show than anything else.
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Mundane items offer no buffs or abilities, and can be be broken by damage equal to their rank. Because of their lack of abilities, these items are oftentimes the cheapest for purchase.
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Magic items seem to have their own mana source, or utilize the mana from their users to activate amazing feats of power. They are the items that can create powerful wards, heal wounds, blast magical attacks, and allow the use of flight. These items come in all shapes and sizes, as well as abilities.
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Magic items created by players can only be made with their own element, unless the player has the proper perk that allows them to craft items of different elements. However, anyone can use any element. Meaning, you can give someone an item mid-thread to borrow for that thread and they can use the abilities as long as their ranks are high enough to do so. You can also buy/sell items from other players through trading via the Bank.
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Magical items come in two forms: Enchanted and Imbued. They cannot have both functions!
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The health of a magical item is 2x the rank of the item, due to the fact that magical items are inherently stronger than non-magical or mundane ones.
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Note: Any gold transaction when selling an item MUST go to the character that currently owns the item, not another character/account. Any traded items (except relics) can never be upgraded to a higher rank or have more slots unlocked unless the owner is able to craft items of that element themselves.
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ENCHANTED
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IMBUED
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MECHANICS [break][break]
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Relics are ancient pieces of equipment that races before humans wielded. These are found on a case-by-case basis. These cannot be bought, cannot be plotted for, and are rewarded by staff. There are no other means.
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Because these items are so unique and one-of-a-kind, they are soul bound. If you receive one and do not wish to keep it, or already have a max of 3 owned relics on the character, you may choose to trade it to someone else BEFORE you use it in another thread (other than the one you obtained it in). This trade mechanic can only be used ONCE per relic. It can never be traded again as it instantly becomes bound to the character you traded it to. Relics bought from the NA store can NEVER be traded—they are soul bound on purchase.
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In addition, relics can be powered up with your character, via training through roleplaying (instead of paying gold like other items). They also have the unique function of possibly holding natural perks that can be applied to their owner while the relic is being used.
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MECHANICS [break][break]
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TRAINING
Due to relics gaining power by becoming familiar with their masters, they can rank up over a gradual amount of time. Only one relic may be trained during a single thread. Players will need to meet the needed word count for their rank in order to advance the relic towards the next tier. Once the appropriate amount of words has been reached, they need to post in the Item Approval thread for staff to approve their training.
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RELIC ABILITIES
Relics are able to naturally gain their abilities, unlike magic items which has to be bought. These abilities' word counts must be different than the ones used to rank up the items or training other spells/abilities. Each ability starts at Junior rank and will have to be increased via this manner. Each relic has the ability to rank up their three abilities to Grand rank.
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So your item is broken. That's okay, you can repair them for free if you have the Blacksmith perk. But for those that do not, you must pay for it to be fixed.
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Repair costs are simple: [break]
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Items that are able to utilize mana and skills, magic items and relics, have these skills classified as either Trigger, Burst, and Flow. Each of these types have their own unique mana cost as well as a set of cooldowns. Be sure to pay attention to the number of uses and mana cost each kind of ability is before buying them. Once bought, they cannot be changed until an item is being upgraded.
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TRIGGER
This costs mana each time you use it, but it's a medium cost that's used from one turn to the next. Or rather, on a case-by-case basis, like the trigger of a semi-automatic. You get one shot for each time you pull it.
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Mana Cost: 80% of their rank's normal spell cost
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Jamming = cost of spell cast and upkeep. Similar to overheating on Flow items, Jamming operates a little differently. You can use your trigger effect whenever you so choose, but it has a number of <Uses> before it <Jams>, at which point you must pay mana to fix the jam. During jamming, only the trigger spell affected cannot be used.
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BURST
Activate once and it's up for a few turns, then it's off and needs more mana to activate. It's a bit chunkier in terms of the first activation, but it also has that neat, activate and usable for x amount of turns before needing to be shot again. This is like, well, a burst action rifle.
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Mana Cost: 110% of their rank's normal spell cost
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Recharge = 120% of cast. You can activate a burst effect at this point, and it will remain active for the <Turns Active> amount of the item's grade. You get x number of <Uses> along that same row before the item needs to be recharged, similar to reloading a quiver of arrows after running out. Burst recharges only affect the spell on the item in question, others are not affected (i.e. Burst Ability #1 must recharged, but Burst Ability #2 can still be used).
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FLOW
Pull that trigger and let it be used constantly. It has a base cost to use, and an upkeep cost to keep active (kind of like a broom or a prolonged spell). These are like pulling the trigger on a mini-gun and firing until it's empty!
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Mana Cost: 75% cast cost, then 50% upkeep of their rank's normal spell cost
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Overheat: You can use Flow items as much as you desire, but if you use the item for too long, it overheats from mana feedback. At that point, you must wait x number of turns to use the item again, the x depending on the item spell's rank. During overheat, the item will not be able to use any other spells within the item.
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[attr="class","header"]BASIC INFORMATION
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Items is the general term given to weapons, trinkets, and other odds and ends found throughout the world. Over time, players can purchase items or find them on their grand adventures. But no matter how many one owns, they can only bring three items with them at any given time. While items are in abundance, those that hold magical power and skills are often limited or hard to come by.
[break][break]
Items come in three distinctive classifications: Mundane, Magical, and Relics. With each tier, they generally grow more rare and powerful. Within these main three classifications, items are broken into four types: Weapons, Armor, Trinkets, and Accessories. Items will only take damage if they are struck directly. Meaning, blasting someone with an AoE will not necessarily break the items they hold unless they attempt to use it to defend themselves.
[break][break]
Note: Item prices can be found in the Item Approval thread.
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WEAPONS
- Ranges from swords, axes, bows, whips, etc. (common items used for offensive purposes)
- Deals damage equal to weapon's rank
- Clashes with weapons of the same rank causes a stalemate; item will not be damaged
- Projectile weapons (like a bow and arrows) have an ammo limit of 20 in a quiver
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ARMOR
- Usually shields and armor (defensive purposes)
- Have 2x their rank in health
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TRINKETS
- Ranges from lanterns, dials, and odd stuff that you carry around and let their effect happen away from your body
- Needs to be kept in character's distance within 50% of item's AoE rank
- Have the ability to buff at full rank rather than one rank below (but only when made by the user)
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ACCESSORIES
- Ranges from boots, gloves, headbands, rings, necklaces, etc.
- Need physical contact in order to work
- Have the ability to enhance the capabilities of your item abilities
- Allows 1 advanced spec perk for the abilities placed on these items (spec perk can be any one, as long as the item and ability also use that same magic spec)
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Items that utilize abilities or skills will have these skills classified into Trigger, Burst, and Flow. This is for factoring the mana cost of an item’s skill, as well as each ability's cooldowns after its use. More information about these three skill types can be found below in the skill section.
[break][break]
Magic items and relics, being able to utilize abilities other than the basic function of that item’s vessel, will have certain number of slots available to them. The number of slots an item can utilize is based on the player's and item’s rank.
[break][break]
Items start with a set number of base slots. A single slot is equal to a junior rank effect, with that slot cost increasing with each tier that the ability goes up (Junior = 1 // Intermediate = 2 // Senior = 3).
[break][break]
While items can be upgraded, they will automatically lose every single slot that they have purchased upon doing so. They will have to repurchase each of these slots, forcing players to be wise when it comes to these decisions. Additional slots can be bought at 25% base cost of the items rank.
[break][break]
Grand rank abilities are only available to relics and Archmage rank abilities are unable to be used by any items.
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RANK | # OF BASE SLOTS | MAX # OF SLOTS |
Junior | 1 | 2 |
Intermediate | 2 | 3 |
Senior | 4 | 6 |
Grand | 8 | 12 |
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[attr="class","header2"]MUNDANE ITEMS
[break]Mundane items are, in terms of rarity, about as common as they get. Think of these items as your basic sword, shield, or suit of armor. They serve mainly as they do in the real world. Weapons will deal their rank in damage, armors will block incoming damage, and trinkets and accessories are more for show than anything else.
[break][break]
Mundane items offer no buffs or abilities, and can be be broken by damage equal to their rank. Because of their lack of abilities, these items are oftentimes the cheapest for purchase.
[break][break][break]
[attr="class","header2"]MAGIC ITEMS
[break]
Magic items seem to have their own mana source, or utilize the mana from their users to activate amazing feats of power. They are the items that can create powerful wards, heal wounds, blast magical attacks, and allow the use of flight. These items come in all shapes and sizes, as well as abilities.
[break][break]
Magic items created by players can only be made with their own element, unless the player has the proper perk that allows them to craft items of different elements. However, anyone can use any element. Meaning, you can give someone an item mid-thread to borrow for that thread and they can use the abilities as long as their ranks are high enough to do so. You can also buy/sell items from other players through trading via the Bank.
[break][break]
Magical items come in two forms: Enchanted and Imbued. They cannot have both functions!
[break][break]
The health of a magical item is 2x the rank of the item, due to the fact that magical items are inherently stronger than non-magical or mundane ones.
[break][break]
Note: Any gold transaction when selling an item MUST go to the character that currently owns the item, not another character/account. Any traded items (except relics) can never be upgraded to a higher rank or have more slots unlocked unless the owner is able to craft items of that element themselves.
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ENCHANTED
Enchanted items can have passive buffs that do not require mana to sustain. These buffs are equal to an ability one rank below the magical item unless that item is a trinket. Due to this nature, player-made junior rank items cannot have enchantments attached to them. Staff has the liberty to make items for events/rewards that could potentially bypass this (i.e. brooms and Magic Knight mantles).
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Enchanted items are only capable of having a single passive buff at a time. These buffs do count towards the total of 2 of each type of buff and 4 total buffs you can receive, unless stated otherwise on a staff-made item. These DO NOT have magical specs tied to them nor the bonus accessory perk of having an advanced spec.
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IMBUED
Imbued items are items that have the ability to draw on magical abilities by pouring mana into the item. These types of items will follow the Burst, Trigger, and Flow model found below. They are able to call on various skills and abilities from that element, and have a set number of slots based on the rank of the item. These abilities will use the user's stats for their abilities.
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If an imbued item ability gives a stat boost while active, this can be used to increase the user's stats for that particular ability OR buff the target, but NOT BOTH. These stat increases WILL NOT STACK through ammo rules/multiple triggers or bursts, but can be placed on multiple targets.
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MECHANICS [break][break]
- Can utilize magic specs other than the ones the owner has
- Can utilize 1 magic spec at Junior/Intermediate rank
- Can utilize 2 magic specs at Senior/Grand rank
- Can only have a single elemental affinity
- Buffs from ANY item type will still fall under the normal maximum buff rules that a person can have active on them at any time
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[attr="class","header2"]RELICS
[break]Relics are ancient pieces of equipment that races before humans wielded. These are found on a case-by-case basis. These cannot be bought, cannot be plotted for, and are rewarded by staff. There are no other means.
[break][break]
Because these items are so unique and one-of-a-kind, they are soul bound. If you receive one and do not wish to keep it, or already have a max of 3 owned relics on the character, you may choose to trade it to someone else BEFORE you use it in another thread (other than the one you obtained it in). This trade mechanic can only be used ONCE per relic. It can never be traded again as it instantly becomes bound to the character you traded it to. Relics bought from the NA store can NEVER be traded—they are soul bound on purchase.
[break][break]
In addition, relics can be powered up with your character, via training through roleplaying (instead of paying gold like other items). They also have the unique function of possibly holding natural perks that can be applied to their owner while the relic is being used.
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MECHANICS [break][break]
- Can be any element
- Can hold perks but not always
- Cannot be bought
- Can be trained to rank up
- Cannot be trained in threads that are training spells
- Players can only bring 1 relic per thread, but may own up to 3 total per character
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TRAINING
Due to relics gaining power by becoming familiar with their masters, they can rank up over a gradual amount of time. Only one relic may be trained during a single thread. Players will need to meet the needed word count for their rank in order to advance the relic towards the next tier. Once the appropriate amount of words has been reached, they need to post in the Item Approval thread for staff to approve their training.
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RANK | NEEDED WC |
Intermediate | 2,000 |
Senior | 4,000 |
Grand | 7,000 |
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RELIC ABILITIES
Relics are able to naturally gain their abilities, unlike magic items which has to be bought. These abilities' word counts must be different than the ones used to rank up the items or training other spells/abilities. Each ability starts at Junior rank and will have to be increased via this manner. Each relic has the ability to rank up their three abilities to Grand rank.
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RANK | NEEDED WC |
Intermediate | 750 |
Senior | 1,200 |
Grand | 2,000 |
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[attr="class","header2"]REPAIRING ITEMS
[break]So your item is broken. That's okay, you can repair them for free if you have the Blacksmith perk. But for those that do not, you must pay for it to be fixed.
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Repair costs are simple: [break]
50% of the item's original cost + 25% of the amount spent on extra magic slots (if any)
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[attr="class","header2"]ITEM SKILL LIMITS AND REGULATIONS
[break]Items that are able to utilize mana and skills, magic items and relics, have these skills classified as either Trigger, Burst, and Flow. Each of these types have their own unique mana cost as well as a set of cooldowns. Be sure to pay attention to the number of uses and mana cost each kind of ability is before buying them. Once bought, they cannot be changed until an item is being upgraded.
[break][break]
TRIGGER
This costs mana each time you use it, but it's a medium cost that's used from one turn to the next. Or rather, on a case-by-case basis, like the trigger of a semi-automatic. You get one shot for each time you pull it.
[break][break]
Mana Cost: 80% of their rank's normal spell cost
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SPELL EFFECT GRADE | COST |
Junior | 8 |
Intermediate | 16 |
Senior | 24 |
Grand | 40 |
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Jamming = cost of spell cast and upkeep. Similar to overheating on Flow items, Jamming operates a little differently. You can use your trigger effect whenever you so choose, but it has a number of <Uses> before it <Jams>, at which point you must pay mana to fix the jam. During jamming, only the trigger spell affected cannot be used.
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ABILITY GRADE | USES | RECHARGE COST |
Junior | 4 | 15 |
Intermediate | 5 | 30 |
Senior | 6 | 45 |
Grand | 8 | 75 |
[break]
BURST
Activate once and it's up for a few turns, then it's off and needs more mana to activate. It's a bit chunkier in terms of the first activation, but it also has that neat, activate and usable for x amount of turns before needing to be shot again. This is like, well, a burst action rifle.
[break][break]
Mana Cost: 110% of their rank's normal spell cost
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SPELL EFFECT GRADE | COST |
Junior | 11 |
Intermediate | 22 |
Senior | 33 |
Grand | 55 |
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Recharge = 120% of cast. You can activate a burst effect at this point, and it will remain active for the <Turns Active> amount of the item's grade. You get x number of <Uses> along that same row before the item needs to be recharged, similar to reloading a quiver of arrows after running out. Burst recharges only affect the spell on the item in question, others are not affected (i.e. Burst Ability #1 must recharged, but Burst Ability #2 can still be used).
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ABILITY GRADE | TURNS ACTIVE | USES | RECHARGE COST |
Junior | 2 | 2 | 12 |
Intermediate | 3 | 3 | 24 |
Senior | 4 | 4 | 36 |
Grand | 6 | 5 | 60 |
[break]
FLOW
Pull that trigger and let it be used constantly. It has a base cost to use, and an upkeep cost to keep active (kind of like a broom or a prolonged spell). These are like pulling the trigger on a mini-gun and firing until it's empty!
[break][break]
Mana Cost: 75% cast cost, then 50% upkeep of their rank's normal spell cost
[break][break]
SPELL EFFECT GRADE | COST | UPKEEP |
Junior | 8 | 4 |
Intermediate | 15 | 8 |
Senior | 23 | 12 |
Grand | 38 | 19 |
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Overheat: You can use Flow items as much as you desire, but if you use the item for too long, it overheats from mana feedback. At that point, you must wait x number of turns to use the item again, the x depending on the item spell's rank. During overheat, the item will not be able to use any other spells within the item.
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ABILITY GRADE | ACTIVE TURNS | OVERHEAT DURATION |
Junior | 3 | 2 |
Intermediate | 4 | 3 |
Senior | 5 | 4 |
Grand | 7 | 6 |
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