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New Stat System/Guide

lvl0

lvl1

lvl2

lvl3

lvl4

lvl5

- Armor/Weapon  Type

- Keyword

50 Copper

50 Silver

- Armor/Weapon  Type

- Keyword

- Gemslot

- Enchantment

- Embroidery/Alloyment

20 Gold

50 Gold

- Armor/Weapon  Type

- Keyword

- Gemslot

50 Silver

5 Gold

- Armor/Weapon  Type

- Keyword

- Gemslot

- Enchantment

- Embroidery/Alloyment

- Spellslot

- Stat

500 Gold

1000 Gold

1 Obsidian

- Armor/Weapon  Type

- Keyword

- Gemslot

- Enchantment

- Embroidery/Alloyment

- Spellslot

100 Gold

200 Gold

- Blessings

- Curse

- Blessings

- Curse

- Sympathy

- Enchanting

- Blessings

- Curse

- Sympathy

- Enchanting

- Essence

- Blessings

- Curse

- Sympathy

- Enchanting

- Essence

- Soul

- Blessings

- Curse

- Sympathy

- Enchanting

- Essence

- Soul

- Identity

- Armor/Weapon  Type

- Keyword

- Gemslot

- Enchantment

- Embroidery/Alloyment

- Spellslot

- Stat

- Prophecy

1000 Gold

5000 Gold

5 Obsidian

- Blessings

- Curse

- Sympathy

- Enchanting

- Essence

- Soul

- Identity

- Loyality

Equipment Slots

The Weapons Slots can be checked Here:

WEAPON SLOTS (SAME AS BEFORE)

Equipment Slot Update:

There are no more "equipment slots."

The only remaining slots are:

Every object has a weight. To simplify the system, every Armour Type has a number, called WEIGHTCLASS.

Example: "Imphide Chestplate 2" -> The "2" is the WEIGHTCLASS of the item.

You have 5 points + Might/Stamina/Constitution/Athletics.

ADDITIONALLY. YOU GET +1 POINTS FOR EVERY 2 LIFE YOU HAVE.

I IMPORTANTLY SUGGEST YOU, TO KEEP TRACK OF YOUR WEIGHTCLASS POINTS.

(Weapons cost no points.)

General Point Examples:

1:  Cloth

2: Leather/Mail

3: Plate

THIS NUMBER ALSO INDICATES HOW MUCH CRUSHING DAMAGE THEY DEAL (+1 for every 10 yards)

Terms

Keyword: A general effect regarding the armour/weapon. Examples: Indestructible, Shiny, Light, Heavy, etc.

Gemslot: For each gemslot, you can imbue one gem into the item. Gems are giving stats usually. Find a jewelcrafter!

Enchantment: Enchantment is giving an effect for the object. This can either be stat, special stat, Keyword, Etc.

Enchanting: Can be precisely and permanently enchanted, magically programmed to do things, imbued with essence.

Embrodiery/Alloyment: They take away 1 stat, and give 1 different. Example: -1 Senses + 1 Agility. -> They can also give advantage, for a disadvantage.

Spellslot: A spell can be/is runed into the object. You can activate this spell or effect at usually the cost of PP or CD or both.

Stat: Gives stat bonuses.

Blessing/Curse: A blessing or a curse...

Sympathy: Assumed/Assumes the aura of the previous/current user. If found by others, they can track the owner magically.

Essence: Can be disenchanted to gain an essence, which later can serve as an enchantment material for a different item.

Soul: The item might have a soul. (On its own, not sealed inside of it. Soulsealing is an enchantment)

Identity: The item has an identity on it's own. It can think, and is a sentiment object. 

Loyality: The item is loyal only to it's owner, or to several people, a group, etc.

Prophecy: The item is the part of a prophecy, that can or must be fulfilled.

Gems

Red: Might/Life -> Athletics, Strength, Charisma -> Regeneration, Constitution, Melee Combat, Charm, -> Swimming, Jumping, Block, etc.

Yellow:  Wisdom/Agility -> Charisma, Performance, -> Persuasion, Distraction, Taunt, Dexterity > Music, Speech, Stealing, Running, etc.

Blue: Wisdom/Power -> Knowledge, Will, Magic, Charisma, Perception, Senses, etc.

Green: Might/Agility -> Dexterity, Precision, Dodge, Speed, Athletics, Regeneration, Constitution -> Aiming, Climbing, etc.

Orange: Might/Wisdom -> Strength, Knowledge, Investigative, Initiative, Devotion -> Healing, Spellcasting, Abjuration, Constitution, etc.

Purple: Agility/Wisdom -> Stealth, Deception, Magic -> Occult, Senses, Demonology, Necromancy etc.

Pink: Utility + Charisma
Brown: Utility + Constitution

White: Mostly Devotion

Black: Mostly Dark Arts

Prismatic: Unique Effects, very rare.

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