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- Dusty's Weapon Splat
- Part 1. Weapons
- Part 2. Armor and Equipment
- Part 1. Weapons
- These are the weapons capable of being made in AltG2 by the blacksmith accompanying the party or in stores in town and on the road. Prices are representative of effort and cost of acquiring materials.
- Weapons are sorted thusly:
- --Swords
- --Spears
- --Gauntlets and Shields
- --Clubs, Staffs, Rods
- --Ranged Weapons
- --Exotic Weapons
- --Swords
- Sword
- Crafting Cost- 100 Gold
- Effects- Single- N/A
- Twin Swords
- Crafting Cost- 200 Gold, 2 Swords
- Effects- Dual- N/A
- Great Sword
- Crafting Cost- 200 Gold, 2 Swords
- Effects- Great- N/A
- Mega Sword
- Crafting Cost- 400 Gold, 2 Great Swords
- Effects- Great- +1 to attack and Cleave, -1 Crit Range(unless wielding with a shield), additional +1 and -1 when wielded by Knight and/or Paladin
- Giant Sword
- Crafting Cost- 800 Gold, 2 Mega Swords
- Effects- Great- +1 to attack and Cleave, -1 Crit Range, -2 Critfail Range(unless wielding with a shield), additional +1, -1, -1 when wielded by Knight and/or Paladin
- Scimitar
- Crafting Cost- 100 Gold, 1 Sword
- Effects- Single/Dual- Can be used as a Dual weapon with another Scimitar; impresses desert dwellers
- Katana
- Crafting Cost- 150 Gold, 1 Sword, Fine Steel
- Effects- Single- +2 when wielded by Samurai class characters
- Rapier
- Crafting Cost- 175 Gold, 1 Sword, 1 Dirk
- Effects- Single- +1 when fighting an enemy 1-on-1, can be Dual-Wielded with a Dirk.
- Executioner Sword
- Crafting Cost- 250 Gold, 1 Great Sword
- Effects- Great- When attacking an enemy at 20% or less of its total H/W, it is killed automatically.
- --Spears
- Spear
- Crafting Cost- 90 Gold
- Effects- Single- N/A
- Bident
- Crafting Cost- 120 Gold, 2 Spears
- Effects- Single- +1 against Holy-type enemies, negates Protect/Guardian effects
- Trident
- Crafting Cost- 120 Gold, 3 Spears
- Effects- Single- +1 against Aquatic enemies
- Naginata
- Crafting Cost- 150 Gold, 1 Spear, 1 Katana
- Effects- Single- +1 when being wielded by Monk classes
- Gae Bolga
- Crafting Cost- 300 Gold, 1 Spear
- Effects- Single- When attacking an enemy that has been previously been hit by a Natural Crit in combat, this weapon does a Wound's worth of damage in addition to normal damage.
- Lance
- Crafting Cost- 200 Gold, 1 Spear, 1 Great Sword
- Effects- Great- Attacking a single enemy for more than one turn grants +1 on successive turns- this effect goes away when the target dies, leaves combat, or you change targets.
- Horse-Hacking Halberd
- Crafting Cost- 200 Gold, 2 Spear, 2 Knife
- Effects- Great- +1 against grounded Ponies, Donkeys, Buffalo, Goats, Griffons, Zebras, Sheep, Deer, and Changelings
- Pike
- Crafting Cost- 100 Gold, 2 Spear
- Effects- Single- Can be wielded at the same time as a Shield is equipped. Other allies with pikes get +1 to attack, and +1 DC to be hit by non-magical attacks.
- Ranseur
- Crafting Cost- 100 Gold, 1 Spear
- Effects- Single- +1 Hits when dealing Counterattack damage
- --Axes
- Axe
- Crafting Cost- 50 Gold
- Effects- Single- N/A
- Tomahawk
- Crafting Cost- 50 Gold, Axe
- Effects- Ranged- +1 against Flying targets
- Double-headed Axe
- Crafting Cost- 100 Gold, 2 Axes
- Effects- Single/Dual- N/A
- Chain Tomahawk
- Crafting Cost- 100 Gold, 2 Tomahawks, 1 Chain Whip
- Effects- Ranged/Great- After rolling a successful Cleave, you can roll again for +1 Critfail Range
- Mace-tipped Chain Tomahawk
- Crafting Cost- 200 Gold, 1 Chain Tomahawk, 1 Mace
- Effects- Ranged/Great- After rolling a successful Cleave, you can roll again for +1 Critfail Range; deal 2 extra hits of damage to targets with shields/armor
- --Knives
- Knife
- Crafting Cost- 50 Gold
- Effects- Single- N/A
- Dagger
- Crafting Cost- 60 Gold, 1 Knife
- Effects- Single- +1 Hits when counterattacking
- Double Daggers
- Crafting Cost- 120 Gold, 2 Dagger
- Effects- Dual- +2 Hits while counterattacking
- Dirk
- Crafting Cost- 60 Gold, 1 Knife
- Effects- Single(By itself), Dual(when wielded with Rapier)- +1 Hits when counterattacking; counterattacking when wielding with a Rapier gets +2 Hits and is treated as an Instant/Automatic action
- Hidden Blade
- Crafting Cost- 100 Gold, 1 Knife
- Effects- Single- The first time this weapon is used in combat, it has a crit range of 8.
- --Gauntlets and Shields
- Gauntlets
- Crafting Cost- 75 gold
- Effects- Unarmed- Gives +1 to Unarmed attacks and +1 Hit to H/W
- Launcher Gauntlets
- Crafting Cost- 200 Gold, 1 Gauntlets
- Effects- Unarmed/Ranged- Gives +1 to Unarmed Attacks and +1 Hit to H/W
- Mega Fist
- Crafting Cost- 300 Gold, 2 Gauntlets
- Effects- Unarmed/Great- +1 to Unarmed Attacks and +1 Hit to H/W
- Spiked Gauntlets
- Crafting Cost- 150 Gold, Gauntlets
- Effects- Unarmed- Gives +1 to Unarmed Attacks, lowers Crit range by 1, adds +1 Hit to H/W
- Hidden Blade Gauntlets
- Crafting Cost- 250 gold, 1 Gauntlets, 2 Knives
- Effects- Unarmed- Gives +1 to Unarmed attacks and +1 Hit to H/W; Once per combat, after a successful attack roll, you may declare that the crit range is 8.
- Shield
- Crafting Cost- 100 Gold
- Effects- Shield- N/A
- Dual Shields
- Crafting Cost- 200 Gold, 2 Shields
- Effects- Shield/Dual- Gives +2 Hits; option to roll once for both attacks
- Yo-Yo Shield
- Crafting Cost- 250 Gold, 1 Shield
- Effects- Shield/Ranged- N/A
- Massive Shield
- Crafting Cost- 300 Gold, 3 Shields
- Effects- Shield/Great- Gives +3 Hits
- Dual Yo-Yo Shields
- Crafting Cost- 450 Gold, 1 Dual Shields, 2 Sawblade Shields
- Effects- Shield/Dual/Ranged- Gives +2 Hits; option to roll once for both attacks
- Massive Yo-Yo Shield
- Crafting Cost- 500 Gold, 1 Massive Shield, 1 Sawblade Shields
- Effects- Shield/Great/Ranged- Gives +3 Hits; Upon a successful Ranged attack, the target receives 1 hit per round until Helpless or Healed
- Massive Dual Shields
- Crafting Cost- 500 Gold, 1 Massive Shield, 2 Dual Shields
- Effects- Shield/Dual/Great- Gives +3 Hits; option to roll once for both attacks
- Massive Dual Yo-Yo Shield
- Crafting Cost- 800 Gold, 1 Dual Shields, 2 Massive Shields, 2 Sawblade Shields
- Effects- Shield/Great/Ranged/Dual- Gives +3 Hits; option to roll once for both attacks
- --Clubs, Staffs, Rods
- Club
- Crafting Cost- 20 Gold
- Effects- Single- N/A
- Blackjack
- Crafting Cost- 10 Gold, Club
- Effects- Single- -1 Crit Range when wielded by Rogues
- Spiked Club
- Crafting Cost- 40 Gold, Club
- Effects- Single- Add +1 Hit on a successful attack.
- Staff
- Crafting Cost- 20 Gold
- Effects- Single- N/A
- Nunchaku
- Crafting Cost- 40 Gold, 2 Staffs
- Effects- Dual- -1 DC when used by Monks
- Rod
- Crafting Cost- 50 Gold
- Effects- Single- N/A
- Magic Rod
- Crafting Cost- 100 Gold, 1 Rod
- Effects- Single(Catalyst)(Socketed)- -1 DC to cast Spells
- Magic Staff
- Crafting Cost- 200 Gold, 1 Magic Rod, 1 Staff
- Effects- Single(Catalyst)(Socketed)- -1 DC to cast Spells, -1 Crit Range on spells
- Hammer
- Crafting Cost- 50 Gold
- Effects- Single- N/A
- Mace
- Crafting Cost- 100 Gold, 1 Hammer, 1 Rod
- Effects- Single- Deal an extra hit of damage to targets with shields/armor
- Flail
- Crafting Cost- 200 Gold, Mace
- Effects- Single- Deal 2 extra hits of damage to targets with shields/armor
- --Ranged Weapons
- Bow
- Crafting Cost- 30 Gold
- Effects- Ranged- N/A
- Twin Bow
- Crafting Cost- 60 Gold, 1 Bow
- Effects- Dual/Ranged- N/A
- Great Bow
- Crafting Cost- 90 Gold, 1 Bow
- Effects- Great/Ranged- N/A
- Gun
- Crafting Cost- 80 Gold
- Effects- Ranged- N/A
- Shotgun
- Crafting Cost- 160 Gold, Gun
- Effects- Ranged/Great- N/A
- Bayonetted Rifle
- Crafting Cost- 160 Gold, Gun, Knife
- Effects- Ranged/Single- After rolling a successful Melee attack, you can roll an Instant attack on the same target.
- --Exotic Weapons
- Whip
- Crafting Cost- 50 Gold
- Effects- Single- After rolling 9 or higher on an attack, enemies in Melee Range will not attack you for 1 turn
- Chain Whip
- Crafting Cost- 75 Gold, Whip
- Effects- Single- After rolling 8 or higher on an attack, enemies in Melee Range will not attack you for 1 turn
- Blade-tipped Chain Whip
- Crafting Cost- 150 Gold, Chain Whip
- Effects- Single- +1 to attack; +1 to Intimidation; After rolling 7 or higher on an attack, enemies in Melee Range will not attack you for 1 turn
- Sword Whip
- Crafting Cost- 300 Gold, Blade-tipped Chain Whip, 2 Swords
- Effects- Single/Ranged- Can switch between Single and Ranged tags; +1 to attack; +1 to Intimidation; +1 to Grappling, deal +1 hit every successful grappling roll; After rolling 7 or higher on an attack, enemies will not attack you for 1 turn
- Scythe
- Crafting Cost- 200 Gold, Staff
- Effects- Single- +1 to attack/weapon skills while wielded by Necromancers
- Blowgun
- Crafting Cost- 20 Gold
- Effects- Ranged- When used on a target out of battle, the first successful attack is not noticed.
- Blowgun Flute
- Crafting Cost- 50 Gold, Blowgun
- Effects- Ranged- When used on a target out of battle, the first successful attack is not noticed; can be used as an Instant attack by Bards on the same turn they use Inspire.
- Guitar
- Crafting Cost- 50 Gold
- Effects- Single- Speech-related skills and rolls get -1 DC.
- Electric Guitar
- Crafting Cost- 120 Gold, Guitar
- Effects- Single- Speech-related skills and rolls get -1 DC and -1 Crit Range
- Lute
- Crafting Cost- 120 Gold, Guitar
- Effects- N/A- Speech-related skills and rolls get -1 DC; when fighting a single monster, the user may attempt to lull it to sleep.
- Speakers
- Crafting Cost- 200 Gold
- Effects- Great- When equipped with an Electric Guitar, Speech-related skills and rolls get -1 DC and -1 Crit Range, and can be used as a Great Weapon; Inspire deals damage upon succeeding.
- Yo-Yo
- Crafting Cost- 10 Gold
- Effects- Single/Ranged- N/A
- Spinning Top
- Crafting Cost- 10 Gold
- Effects- Single- After a successful roll, this weapon deals 1 hit per round for x Rounds, where x is how many numbers over the DC the initial roll succeeded on. This effect can be cancelled by an Instant action made by the target. Recharge 1 after effect ends, max 3 at once. Ineffective against flying or swimming targets.
- Lantern
- Crafting Cost- 40 Gold
- Effects- Single- Can be wielded as a Single Weapon, or with a Rapier. When wielded with a Rapier in a duel, you can make an Instant roll to negate an enemy's Attack roll.
- Net
- Crafting Cost- 15 Gold
- Effects- Non-tagged- Can be thrown at an enemy in Melee Range; enemy becomes Helpless, DC3. Net is destroyed after the enemy recovers.
- Chain Net
- Crafting Cost- 75 Gold
- Effects- Non-tagged- Can be thrown at an enemy in Melee Range; enemy becomes Helpless, DC5.
- Combat Fishing Rod
- Crafting Cost- 100 Gold
- Effects- Single- Can be used to fish with; an enemy caught while fishing is rendered Helpless.
- Special Materials
- These are materials that can be added in while crafting weapons for bonus effects. Crafting cost changes if you have the material or not. For example, Gold Leaf costs an additional 20 Gold to add to a weapon if you have Gold Leaf with you at the time of crafting. If you do not, then it costs 75 Gold. These qualities can be carried over if the weapon is used to forge a new weapon. Special Materials may also be applied to equipment and other items.
- Gold Leaf
- Crafting Cost- +20 Gold/+170 Gold
- Effect- Charisma checks get +1 to roll and -1 DC
- Holy Water
- Crafting Cost- +50 Gold/+70 Gold
- Effect- Weapon does +2 hits against Unholy-type targets(Demons, Possessed, Evil Cultists, Vampires); cannot be added to a weapon with Demon's Blood already applied.
- Demon's Blood
- Crafting Cost- +75 Gold/ +325 Gold
- Effect- Weapon does +2 hits against Holy-type(Angels, Clerics and Paladins aligned with Good gods, spirits, demigods) targets; cannot be added to a weapon with Holy Water already applied.
- Gem Socket
- Crafting Cost- +150 Gold/+300 Gold, +150+50x for every extra socket
- Effect- Weapon becomes capable of holding magic gems and becomes a Catalyst, automatically adding the gem's quality to spells cast using it as a Catalyst. If a weapon has a Gem Socket naturally(e.g. Magic Rod, Magic Staff), it does not add to the cost of additional sockets.
- Silver Edging
- Crafting Cost- +150 Gold/+205 Gold
- Effect- Damage dealt by this weapon cannot be recovered from until the end of combat.
- Cold Iron
- Crafting Cost- +150 Gold/+250 Gold
- Effect- Dispels magic effects on the target's equipment temporarily, based on how well the roll against the target succeeds.
- Special Qualities
- These are techniques, methods, and magic that can be applied to a weapon at the time of crafting. There are two categories- Techniques and Enchantments. Techniques cannot be carried over if the weapon is used to create a new weapon.
- Catalyst Weapon
- Cost- +50 Gold
- Effect- Technique- Makes the weapon capable of being used to cast spells.
- Glow
- Cost- +75 Gold
- Effect- Enchantment- Allows the weapon to glow at the user's will, emitting a light colored by the user's will for 10
- feet.
- Damage Protection
- Cost- +75 Gold
- Effect- Technique- Prevents the weapon from being affected by rust or chipping as the result of magic or rolling critfails.
- Serrated Edge
- Cost- +100 Gold
- Effect- Technique- Applicable to bladed weapons, only. Adds a serrated edge to the weapon. After a successful hit, the target takes 1 hit every turn until Healed or Helpless.
- Shrinking
- Cost- +200 Gold
- Effect- Enchantment- Allows the weapon to shrink to 1/10th its normal size, then grow back as an Instant Automatic action.
- Drinking
- Cost- +200 Gold
- Effect- Enchantment- Allows the weapon to magically absorb a fluid it is covered in, up to 1000 gallons' worth. The user may then command the fluid to be released as an Instant Automatic action.
- Anarchy
- Cost- +300 Gold
- Effect- Enchantment- Seals chaotic energies into the weapon, giving it +2 against Lawful-aligned characters. Casting or forging a weapon with this quality into a weapon with the Axiom quality causes the weapon to explode.
- Axiom
- Cost- +300 Gold
- Effect- Enchantment- Seals lawful energies into the weapon, giving it +2 against Lawful-aligned characters. Casting or forging a weapon with this quality into a weapon with the Anarchy quality causes the weapon to explode.
- Serpent
- Cost- +300 Gold
- Effect- Enchantment- Allows the weapon to turn into a 15/0 poisonous snake of indeterminate species. This counts as a Minion, and reverts to the weapon after rolling a critfail or having a critical success rolled against it.
- Earthchantment
- Cost- +350 Gold
- Effect- Enchantment- Gives the user +1 to attack with this weapon when in natural environments.
- Blood Link
- Cost- +500 Gold
- Effect- Enchantment- At the beginning of combat, select an ally. On a turn that ally is injured, this weapon deals the damage inflicted on that ally in addition to normal damage from a successful roll.
- Ethereal
- Cost- +500 Gold
- Effect- Enchantment- Allows the weapon to attack intangible or ghostly targets(ghosts, Astral Projectors, spirits)
- Draining
- Cost- +500 Gold
- Effect- Enchantment- When attacking an enemy, the user may select a skill or action (Unarmed Attack, Attacking with X, Spell Y, Spell Z) and give it a -1 modifier. The same skill or action can be targeted multiple times, but the maximum -1 modifiers that can be applied is 5. All modifiers become undone when the target dies or leaves combat, or when the user rolls a critfail while using a weapon with this enchantment.
- Undead Creator
- Cost- +500 Gold
- Effect- Enchantment- Upon killing a target, it automatically becomes an Undead Minion for the user.
- Animation
- Cost- +500 Gold
- Effect- Enchantment- Allows a weapon to come to life at the user's will, acting as a Minion.
- Part 2. Armor and Equipment
- These are various armors and wearable equipment that can be crafted by the blacksmith accompanying the party or purchased at stores in town or on the road.
- Cloak
- Cost- 30 Gold
- Effect- Allows the user to ignore effects of negative weather.
- Stealth Cloak
- Cost- 150 Gold
- Effect- +1 to Stealth/hiding
- Extra-Strength Arm Bands
- Cost- 200 Gold
- Effect- Allows the user to do one of the following at a time- Use 2 Single Weapons as Dual Weapons; Use Great Weapons to full effect while using a Shield; +1 to oppose an enemy roll while Unarmed.
- Quilted Armor
- Cost- 300 Gold
- Effect- +1H, allows the user to ignore effects of negative weather.
- Leather Armor
- Cost- 800 Gold
- Effect- +1W
- Chainmail Armor
- Cost- 1200 Gold
- Effect- +2H/+1W
- Plate Armor
- Cost- 1800 Gold
- Effect- +2H/+2W
- Woodbark Armor
- Cost- 1000 Gold
- Effect- +1H/+1W, grants +1 to Shaman skills.
- Dragon Armor
- Cost- 1600 Gold
- Effect- +2H/+1W, gives the user the Dragon Scales racial while wearing it.
- Aquatic Armor
- Cost- 1100 gold
- Effect- +1H/+1W, gives the user +1 to attack/Weapon skills while underwater.
- Flight Armor
- Cost- 1300 Gold
- Effect- +1H/+1W, grants the user Flight.
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