Post by Jay on Jan 9, 2015 20:54:23 GMT -5
RULES THREAD |
WEAPON SHOP Weapons are generally just what you think they are; something you can use to fight people. Contrary to what you're probably thinking, they aren't really too necessary on KoW, depending on your class, but hey, it may be a good investment to maintain something strong to fight with anyways. |
WEAPONS One-handed A weapon that be wielded in one hand. This can be anything from swords to maces to hammers, but cannot be any sort of ranged weapon, like pistols or one-handed crossbows. (Free) Simple Condition: A makeshift weapon of sorts; utterly useless in most combat situations, should such arise, but may be able to fend off an attacker for a short while. Think a cane, or a purse. ($$$) Basic Condition: This is your most basic of weapons; nothing special about it at all, and it seems just a little cheap and poorly made. For instance, a plain knife, or an old pistol. ($$$) Standard Condition: A standard weapon, average in all ways. Nothing special about it, but it seems to be well-made, at least. This could be a decent musket, or a longsword, or such. ($$$) Advanced Condition: The most cutting-edge of ordinary weapons; this here is something clearly ahead of its time, and is very powerful. Could be a particularly strong sword, or something akin to a flaregun. One free Enhancement slot. ($$$) Rare Condition: This is where we get into the less ordinary weapons that one may find; Rare weapons are very hard to find, and are borderline relics, oftentimes. They are second to very few, and are quite potent, in the right hands. Examples include an ancient lance, or a particularly elegant shortbow. One free Enhancement slot. ($$$) Legendary Condition: The absolute pinnacle of weaponry; a legendary weapon is exactly what it sounds like, normally. A weapon that is legendary, sometimes even notorious. While not necessary, a thread explaining how one located such a piece of equipment is highly recommended. These include such weapons as Excalibur, or a set of revolvers used by an infamous outlaw. Two free Enhancement slots. Two-handed Two-handed weapons are larger weapons, such as great axes and warhammers. They cannot be dual-wielded but offer a considerable more amount of power than one-handed weapons. (Free) Simple Condition: A makeshift weapon of sorts; utterly useless in most combat situations, should such arise, but may be able to fend off an attacker for a short while. Think a cane, or a purse. ($$$) Basic Condition: This is your most basic of weapons; nothing special about it at all, and it seems just a little cheap and poorly made. For instance, a plain knife, or an old pistol. ($$$) Standard Condition: A standard weapon, average in all ways. Nothing special about it, but it seems to be well-made, at least. This could be a decent musket, or a longsword, or such. ($$$) Advanced Condition: The most cutting-edge of ordinary weapons; this here is something clearly ahead of its time, and is very powerful. Could be a particularly strong sword, or something akin to a flaregun. One free Enhancement slot. ($$$) Rare Condition: This is where we get into the less ordinary weapons that one may find; Rare weapons are very hard to find, and are borderline relics, oftentimes. They are second to very few, and are quite potent, in the right hands. Examples include an ancient lance, or a particularly elegant shortbow. One free Enhancement slot. ($$$) Legendary Condition: The absolute pinnacle of weaponry; a legendary weapon is exactly what it sounds like, normally. A weapon that is legendary, sometimes even notorious. While not necessary, a thread explaining how one located such a piece of equipment is highly recommended. These include such weapons as Excalibur, or a set of revolvers used by an infamous outlaw. Two free Enhancement slots. Ranged A ranged weapon is anything from a long bow to a musket, and generally encompasses. They are usually weaker than one-handed or two-handed weapons, but offer the ability to cause damage at a distance. Ranged weapons generally cannot be dual wielded unless they are a pistol, or similar. (Free) Simple Condition: A makeshift weapon of sorts; utterly useless in most combat situations, should such arise, but may be able to fend off an attacker for a short while. Think a cane, or a purse. ($$$) Basic Condition: This is your most basic of weapons; nothing special about it at all, and it seems just a little cheap and poorly made. For instance, a plain knife, or an old pistol. ($$$) Standard Condition: A standard weapon, average in all ways. Nothing special about it, but it seems to be well-made, at least. This could be a decent musket, or a longsword, or such. ($$$) Advanced Condition: The most cutting-edge of ordinary weapons; this here is something clearly ahead of its time, and is very powerful. Could be a particularly strong sword, or something akin to a flaregun. One free Enhancement slot. ($$$) Rare Condition: This is where we get into the less ordinary weapons that one may find; Rare weapons are very hard to find, and are borderline relics, oftentimes. They are second to very few, and are quite potent, in the right hands. Examples include an ancient lance, or a particularly elegant shortbow. One free Enhancement slot. ($$$) Legendary Condition: The absolute pinnacle of weaponry; a legendary weapon is exactly what it sounds like, normally. A weapon that is legendary, sometimes even notorious. While not necessary, a thread explaining how one located such a piece of equipment is highly recommended. These include such weapons as Excalibur, or a set of revolvers used by an infamous outlaw. Two free Enhancement slots. Magical Magical weapons are not recommended for anybody who doesn't wish to specialize in a mage playing style, as they offer very little in the means of conventionality. They do however offer a wide array of magical abilities and usually take the form of an ancient spellbook or staff, or some otherwise empowered object. ($$$) Basic Condition: This is your most basic of weapons; nothing special about it at all, and it seems just a little cheap and poorly made. For instance, a plain knife, or an old pistol. One free Enhancement slot. ($$$) Standard Condition: A standard weapon, average in all ways. Nothing special about it, but it seems to be well-made, at least. This could be a decent musket, or a longsword, or such. One free Enhancement slot. ($$$) Advanced Condition: The most cutting-edge of ordinary weapons; this here is something clearly ahead of its time, and is very powerful. Could be a particularly strong sword, or something akin to a flaregun. Two free Enhancement slots. ($$$) Rare Condition: This is where we get into the less ordinary weapons that one may find; Rare weapons are very hard to find, and are borderline relics, oftentimes. They are second to very few, and are quite potent, in the right hands. Examples include an ancient lance, or a particularly elegant shortbow. Two free Enhancement slots. ($$$) Legendary Condition: The absolute pinnacle of weaponry; a legendary weapon is exactly what it sounds like, normally. A weapon that is legendary, sometimes even notorious. While not necessary, a thread explaining how one located such a piece of equipment is highly recommended. These include such weapons as Excalibur, or a set of revolvers used by an infamous outlaw. Three free Enhancement slots. Body Mod Last but not least, we have body modifications. These take the form of any sort of surgical or magical modification to one's body that can be used to attack, although it may also have other uses. Unlike conventional weaponry, these cannot be enhanced, but instead have Enchantments. These can range in effect from a simple dagger that can be retracted from one's wrist, to amplified vocal cords, allowing for devastating blasts of sonic energy. Each of these comes with one free Enchantment slot. As a secondary note, body modifications do come at a cost; with each one imposed on the body, the user undergoes an increasing amount of pain, every time they are used, so having more than two or three is possible, but not advised for most characters.. ($$$) Basic Condition: At this point, the body modification is hardly skin deep, and is, primarily, either minor in effect, like embedding a dagger in your hand, or mostly aesthetic, like having a set of two inch horns placed into your skull. This is receptive of Tier 1 or lower Enchantment. ($$$) Standard Condition: Here, the body modification can be a bit more advanced, ranging from the above, to single-limb prosthetics and more extensive implants, such as a steam-powered dart rifle, using the palm of one's hand to fire the dart. Receptive of Tier 2 or lower Enchantment. ($$$) Advanced Condition: Using very advanced technology, indeed, the peak of such, optical implants are possible, as well as additional limbs or internal organs, for whatever purposes one could need. Receptive of Tier 3 or lower Enchantment. ($$$) Rare Condition: Ascending beyond technology's grasp, many, if not most, Rare body mods are accomplished through magical feats, sometimes aiding technology; almost any truly delicate implementation is done in such a way, making riskier internal changes more feasible. For instance, making saliva acidic, through altering the glands, or altering the lungs, so that they operate as gills, underwater. Receptive of Tier 4 or lower Enchantment. ($$$) Legendary Condition: The peak of even magical alteration, before it becomes too dangerous, this tier of body modification always results in a fair amount of constant pain, but the result is that it normally doesn't alter specific body parts, but the entire body's capabilities and limits as a whole, increasing such things as strength, speed, or endurance up to tenfold, depending on the modification. |
UPGRADING Upgrades work in such a way that if you currently own a weapon, you may easily transition it from one Tier to the next, albeit, with a substantial cost. However, the weapon will gain a +1 to its Condition (IE, Basic -> Standard +1 -> Advanced +2, etc), which signifies that the weapon is stronger than an ordinary weapon of its condition. As well, these must be done in order, so it is a lot more costly to upgrade a Basic weapon all the way up to Legendary. Cannot be used on Simple weapons. ($$$) Basic -> Standard +1 ($$$) Standard -> Advanced +1 ($$$) Advanced -> Rare +1 ($$$) Rare -> Legendary +1 ($$$) Legendary -> Legendary +1, Enhancement Slot |
ENHANCEMENTS Basically, if it exists, it can be Enhanced. There are two kinds of Enhancements, but the distinction is largely aesthetic, as both are equal in strength and validity. There are Physical Enhancements, which could be anything from adding a dynamite cannon to your sword, or being able to fire explosive bullets from a musket. The second form is Magical Enhancement, which is exactly what it sounds like; you can give your weapon any sort of magical ability under the sun, within reason. Below, the Condition levels for your Enhancement, which must match that of the weapon in question. These cannot be applied to Simple weapons, and only one may be used, per weapon. Stacks with free slots, however, such as in Magical weapons. ($$$) Basic ($$$) Standard ($$$) Advanced ($$$) Rare ($$$) Legendary |
CODE [b]Name:[/b] What's your item called? |
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