Guess I’ll put on some lofi and buckle down…
I’m currently with my grandparents so I believe you’ll kill this creep without me
Not at this pace…
Players can carry up to two weapons, one set of armor, one charm, and one item. Equipment has limited uses, but weapons, armor, and trinkets can be repaired, and weapons/armor reinforced. Weapons, armor, and charms can have expensive enhancements put on them.
Reinforcements:
Weapons/armor/trinkets can be repaired by 2 gold per durability point. Weapons and armor can be reinforced to add a modifier.
8 gold: Hardened - +50% durability
15 gold, replaces Hardened: Reinforced - +100% durability
Enhancements:
For each enhancement on a piece of equipment, future enhancements on it will cost 2x more (example: if it has 4 enhancements, a 5th will cost 16x as much). Enhancements can be removed for 3 gold each.5 gold: Sharp - +1 ATK (weapon)
5 gold: Shielded - +0.5 DEF (weapon)
5 gold: Intimidating - +0.5 ATK (armor)
5 gold: Padded - +1 DEF (armor)
5 gold: Intuitive - +1 durability (trinket)
6 gold: Gem-encrusted - +1 MP (weapon, armor, trinket)
6 gold: Serrated - On attack, roll 1d10. If 10, the attack pierces DEF. (weapon)
6 gold: Plated - +50% DEF, rounded up to the nearest 0.5 points, when defending against weapons that require Swordsmanship profiency. (armor)
6 gold: Well-fitting - +0.5 movement (armor)
8 gold: Hooked - Attacking a player or NPC will move them 1 tile toward you. (weapon)
8 gold: Weighted - +25% ATK, rounded up to the nearest 0.5 points (weapon)
8 gold: Gilded - +1 HP (trinket)
9 gold: Extended - +1 tile range, -1 ATK (Swordsmanship weapon)
9 gold: High-caliber - -1 tile range, +1 ATK (Archery weapon)
Do I keep the long list of enhancements, or do I shorten it…? “Weighted” could be unnecessary, since I have “sharp”.
(Don’t mind me talking to myself here)
Y’know what, I’ll drop weighted. It might confuse people, and make them think it raises total ATK and not the weapon’s.
Special modifiers for me to give out:
Shoddy - -1 durability
Well-made - +1 durability
Famed - On attack, roll 1d10. If 10, then the attack crits and deals 2x damage (after factoring DEF).
Legendary (replaces Famed) - +1 durability, +1 ATK. On attack, roll 1d10. If 9 or 10, then the attack crits and deals 2x damage (before factoring DEF).
Renowned - 4 durability can be spent to halve the damage of an incoming attack (after factoring DEF).
Mythical (replaces renowned) - +1 durability, +1 DEF. 4 durability can be spent to negate the damage of an incoming attack.
Hrm, should I have special modifiers for trinkets…?
if you include his red skill it should be ~4.2M SP
Torture is the same as death only torture is torture