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- | Weapons & Attacking |
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- Armor
- ----------------------------------------------------
- Worn Armor acts as a Hit Point buffer resisting
- Damage Types. This buffer must be removed before
- losing HP. The buffer is separate for Physical
- and Magical damage. See Damage Type.
- The buffer is reset outside combat.
- Status Effects
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- Poisoned: Lose HP for duration.
- Bleeding: Lose HP per AP spent for duration.
- Burning: Lose Physical and Magical Armor for duration.
- Freezing: All AP costs increased for duration.
- Shocked: Unable to Move.
- Damage Type Resisted by Special Chance
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- Physical Physical None N/A
- Piercing Physical Inflicts Bleeding 10%
- Poison Physical Inflicts Poisoned 10%
- Magical Magical None N/A
- Fire Magical Inflicts Burning 10%
- Cold Magical Inflicts Freezing 10%
- Electric Magical Inflicts Shocked 10%
- Action Point (AP) Cost
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- Moving costs 1 AP.
- Quaffing Potions costs 1 AP.
- Attacking with Weapons costs 2 AP.
- Using Abilities or Reading Scrolls costs 3 AP.
- Weapon Modifiers
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- Light Weapons costs 1 AP to Attack with.
- Crushing Weapons deal double damage to Physical Armor.
- Ranged Weapons can attack from a distance.
- Weapon List
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- Weapon is known without identification.
- Name Damage Type Cost
- ---------------------------------------------------------------------
- Dagger 1d4 Piercing, Light 5
- Mace 1d6 Physical, Crushing 10
- Sword 1d8 Physical 15
- Bow 1d6 Physical, Ranged 20
- Gun 1d4 Piercing, Ranged 25
- Wand 1d4 Magical, Light, Ranged 20
- Weapon Quality
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- Weapon Quality requires identification.
- These are prefixes to the name of the weapon.
- Quality Effect Gold Multiplier
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- Poor: -1 to Damage 0.5 *Cannot be Enchanted*
- Good: +1 to Damage 2
- Superior: +2 to Damage 3
- Masterwork: +3 to Damage 4
- Legendary +4 to Damage 5
- Mythical +5 to Damage 6
- Weapon Enchantments
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- Weapon Enchantments require identification.
- A single Weapon can have many Enchantments.
- These are suffixes to the name of the weapon.
- Enchantment Effect Gold Multiplier
- ------------------------------------------------------
- Burning +1d4 Fire Damage 2
- Freezing +1d4 Cold Damage 2
- Shocking +1d4 Elec Damage 2
- Sickening +1d4 Psin Damage 2
- Power +1d4 Magi Damage 2
- Thirst Lifesteal Damage 3
- Slaughter Add Bleed Effect 3
- Draining Manasteal Damage 3
- The following is a list of possible enchantment combinations,
- which add Special Effects and change Name in addition to combining Enchantment
- Effects and Gold Multipliers normally.
- Enchanted items are obtained from chests, Mini-Bosses and Bosses.
- Combination Special Effect Name
- ------------------------------------------------------------------------------------------------------------------
- 2x Burning/Freezing/Shocking None The Elements
- 3x Burning/Freezing/Shocking None The Rainbow
- Power + Burning/Freezing/Shocking/Sickening/Thirst Status Chance Doubles Supreme Burning/Freezing/Shocking/Sickening/Thirst
- 2x Power Add 10% Critical Destruction
- 3x Power Add 25% Critical Obliteration
- Power + Slaughter 5% Instant Death Murder
- Thirst + Draining None The Soul Eater
- Cursed Weapons
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- Weapons may be cursed. A cursed weapon cannot be removed normally
- but are identified upon equipping. To remove a cursed weapon
- you must use a Scroll of Remove Curse. This destroys weapons.
- Cursed Weapons inflict status effects on you randomly every time you
- move or do an action.
- Examples
- -------------------------------------------------------
- Mythical Sword of The Soul Eater
- Cost: 15*(6)*(3*3) = 810
- Damage: 1d8+5 Physical
- Effects: Lifesteal, Manasteal
- Modifiers: None
- Masterwork Dagger of The Rainbow
- Cost: 5*(4)*(2*2*2) = 160
- Damage: 1d4+3 Piercing + 1d4 Fire + 1d4 Cold + 1d4 Elec
- Effects: 10% Bleeding, 10% Burning, 10% Freezing, 10% Shocking
- Modifiers: Light
- Superior Gun of Murder
- Cost: 25*(3)*(2*3) = 450
- Damage: 1d4+2 Piercing + 1d4 Magic
- Effects: 10% Bleeding, 5% Instant Death
- Modifiers: None
- Legendary Wand of Obliteration
- Cost: 20*(5)*(2*2*2) = 800
- Damage: 4d4+4 Magic
- Effects: 25% Critical Hit
- Modifiers: Ranged, Light
- Loot Generation
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- 1. When a Chest is opened or Mini-Boss/Boss is killed there is a 80% chance an Enchanted Item is generated,
- and a 20% chance a Cursed Item is generated.
- 2. This item is an Armor 40% of the time, a Weapon 40% of the time, and a Trinket 20% of the time.
- 3. There is a 80% chance a single enchantment is on the item, and a 20% chance an enchantment combination is on the item.
- o---------------------------------------o
- | Heroes |
- o---------------------------------------o
- Assassin
- Q:
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