Fantasy Tales
Odyssey
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:
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.