[h2][b][color=D19049]⚔ B[/color] L A C K S M I T [color=D19049]H ⚔[/color][/b][/h2][hr]A[sub] place to purchase weapons and weapon upgrades. Once a reagent has been fully discovered, characters can take large quantities of the reagent here to forge weapons of specific assets. The price is more expensive then the alchemist, but removes the random element. Price is based off the rarity and power.[/sub] [hider=Armor] [hr][center][b]Armor Value 1 Items (Students in Training)[/b][/center][hr][sub][center][b]Cannot typically be enhanced. Durability before repair: 5. Are not damaged at lvl 1 Durability.[/b][/center] [b]Wood: [color=gold]14 [Color=gold] GP [/color] [/color] // AV 2 // HP +3 // [color=tan]Stamina Needed: 12[/color][/b] Wooden swords and armor have been used for centuries to teach younglings and newbies how to fight. This tool of training is used by many at the start of their journey, to help them pave their way to the history books. [b]Furs [color=gold]10 [Color=gold] GP [/color] [/color] // AV 1 // HP +1 // Stealth +1 // Dexterity +1 // [/b][color=tan]Stamina Needed: 11[/color]: Furs; the crude armor used by wildmen since the beginning of time. Sure, it will protect you from the elements a little and mask you in the wild, but it isn't the best at protecting your vital organs from pointy objects. [b]Rags [color=gold]12 [Color=gold] GP [/color] [/color] // AV 1 // Willpower +2 // Sanity +1 // [/b][color=tan]Stamina Needed: 10[/color]: The rags of the common peasantry, enough to clothe oneself decently enough. Rags provide enough free movement of the hands to allow magical energies to flow freely. One must have strong will to wear them and not care what others think.[/sub] [hr][center][b]Armor Value 2 Items (Students in Training)[/b][/center][hr][sub] [center][b]Cannot typically be enhanced. Durability before repair: 7[/b][/center] [b]Bronze[/b] [color=gold]50 [Color=gold] GP [/color] [/color] // AV2 // Health +6 // [color=tan]Stamina Needed: 15[/color]: [b]Pigshide[/b] [color=gold]75 [Color=gold] GP [/color] [/color] // AV2 // Health +2 // Stealth +1 // Dexterity +1 // Vigilance +1 // [color=tan]Stamina Needed: 12[/color]: [b]Patchwork[/b] [color=gold]100 [Color=gold] GP [/color] [/color] // AV1 // Sanity +4 // Magic +2 // Willpower + 1 // Vigilance +1 // [color=tan]Stamina Needed: 10[/color]:[/sub] [hr][center][b][color=9B65A6]Armor Value 3 Items (Initiate Students)[/color][/b][/center][hr][sub] [center][b]May hold one enhancement. Durability before repair: 10[/b][/center] [b]Iron:[/b] [Color=gold] 300 GP [/color] // AV 3 // Health +11 // Strength +2 // +1 Dexterity // [color=tan]Stamina Needed: 16[/color] [b]Leather:[/b] [Color=gold] 250 GP [/color] // AV 3 // Health +5 // Stealth +2 // Dexterity +2 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]: [b]Cloth:[/b] [Color=gold] 270 GP [/color] // AV 2 // Sanity +5 // Magic +3 // Willpower +2 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]:[/sub] [center][hr][b][color=3F82C4]Armor Value 4 Items (Novice Students)[/color][/b][/center][hr][sub] [center][b]May Hold two enhacements. Durability before repair: 10[/b][/center] [b]Steel:[/b] [Color=gold] 600 GP [/color] // AV 4 // Health +20 // Strength +3 // Dexterity +1 // [color=tan]Stamina Needed: 13[/color]: [b]Studded Leather:[/b] [Color=gold] 550 GP [/color] // AV 4 // Health +8 // Sanity +2 // Stealth +3 // Dexterity +2 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]: [b]Velvet:[/b] [Color=gold] 500 GP [/color] // AV 3 // Health +3 // Sanity +6 // Magic +4 // Willpower +3 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]:[/sub] [hr][center][b][color=018B45]Armor Value 5 (Intermediate Students)[/color][/b][/center][hr][sub] [center]May Hold three enhacements. Durability before repair: 14[/center] [b]Darkstone:[/b] [Color=gold] 800 GP [/color] // AV 5 // Health +26 // Strength +4 // Stamina +3 // Dexterity +1 // [color=tan]Stamina Needed: 13[/color]: [b]Bolted Leather:[/b] [Color=gold] 900 GP [/color] // AV 5 // Health +11 // Sanity +4 // Stealth +3 // Dexterity +4 // Willpower +2 // Vigilance +3 // [color=tan]Stamina Needed: 14[/color]: [b]Chiffon:[/b] [Color=gold] 700 GP [/color] // AV 4 // Magic +5 // Willpower +4 // Sanity +7 // [color=tan]Stamina Needed: 11[/color]:[/sub] [hr][center][b][color=018B45]Armor Value 6 (Intermediate Students)[/color][/b][/center][hr][sub] [center][b]May Hold three enhacements. Durability before repair: 15[/b][/center] [b]Mithril:[/b] [Color=gold] 1750 GP [/color] AV 6 // Health +32 // +5 Strength // +5 Stamina // +2 Dexterity // [color=tan]Stamina Needed: 13[/color]: [b]MetalBraid:[/b] [Color=gold] 1500 GP [/color] // AV 6 // Health +14 // Sanity +6 // Stealth +3 // Dexterity +5 // Willpower +3 Vigilance +3 // [color=tan]Stamina Needed: 20[/color]: [b]Satin:[/b] [Color=gold] 1300 GP [/color] // AV 5 // Health + 11 // Sanity +10 // Magic +7 // Willpower +5 // Dexterity +2 // Vigilance +2 // [color=tan]Stamina Needed: 15[/color]:[/sub] [hr][center][b][color=C4312D]Armor Value 7 (Advanced Students)[/color][/b][/center][hr][sub] [center]May Hold three enhacements. Durability before repair: 20[/center] Adamant: [Color=gold] 2500 GP [/color] // AV 7 // Health +40 // +6 Strength // +10 Stamina // +3 Dexterity // +3 Vigilance // [color=tan]Stamina Needed: 13[/color]: Synthsalve: [Color=gold] 2450 GP [/color] // AV 7 // Health +20 // Sanity +8 // Stealth +4 // Dexterity +6 // Willpower +4 // Vigilance +3 // [color=tan]Stamina Needed: 15[/color]: Silks: [Color=gold] 2700 GP [/color] // AV 6 // +20 Health // +14 Sanity // +8 Magic // +10 Willpower // +3 Dexterity // +3 Vigilance // [color=tan]Stamina Needed: 11[/color]:[/sub] [hr][center][b][color=BFAB42]Armor Value 8 (Elite Students)[/color][/b][/center][hr][sub] [center]May Hold three enhacements. Durability before repair: 25[/center] [b]Runic:[/b] [Color=gold] 4000 GP [/color] // Health +52 // +8 Strength // +15 Stamina // +4 Dexterity // +4 Vigilance // [color=tan]Stamina Needed: 20[/color]: [b]Ghosthide:[/b] [Color=gold] 3400 GP [/color] // Health +23 // Sanity +10 // Stealth +4 // Dexterity +8 // Willpower +5 // Vigilance +4 // [color=tan]Stamina Needed: 16[/color]: [b]Softmare:[/b] [Color=gold] 4500 GP [/color] // +24 Health // +17 Sanity // +10 Magic // +15 Willpower // +4 Dexterity // +4 Vigilance // [color=tan]Stamina Needed: 12[/color]: [/sub] [hr][center][b][color=FF8527]Armor Level 9 (Proven Students)[/color][/b][/center][hr][sub] [center]May Hold five enchantments. Durability before repair: 50[/center] [b]Hellsbane/Heavensbane:[/b] [Color=gold] 5500 GP [/color] // Health +60 // +10 Strength // +20 Stamina // +6 Dexterity // +6 Vigilance // [color=tan]Stamina Needed: 25[/color]: [b]Ethereal Leather:[/b] [Color=gold] 4500 GP [/color] // Health +27 // Sanity +12 // Stealth +5 // Dexterity +10 // Willpower +6 // Vigilance +6 // [color=tan]Stamina Needed: 17[/color]: [b]Duskweave:[/b] [Color=gold] 5200 GP [/color] // Health +28 // Sanity +20 // Magic +12 // Willpower +20 // Dexterity +6 // Vigilance +4 // [color=tan]Stamina Needed: 12[/color]:[/sub] [hr][center][b][color=FF8527]Armor Level 10 (Proven Students)[/color][/b][/center][hr][sub] [CENTER]Can hold five enhancements. Materials must be sorced to obtain. Never needs repair.[/CENTER] [b]Meltanite:[/b] [Color=gold] 12,000 GP [/color] // Health +75 // +13 Strength // +25 Stamina // +8 Dexterity // +8 Vigilance // [color=tan]Stamina Needed: 30[/color]: [b]Godkiln:[/b] [Color=gold] 9,000 GP [/color] //Health +35 // Sanity +15 // Stealth +6 // Dexterity +13 // Willpower +7 // Vigilance +8 [color=tan]Stamina Needed: 20[/color]: [b]Eonthread:[/b] [Color=gold] 10,500 GP [/color] // Health +35 // Sanity +24 // Magic +15 // Willpower +25 // Dexterity +8 // Vigilance +6 [color=tan]Stamina Needed: 13[/color]:[/sub][/hider] [hider=Weapons][sub] If wielding a weapon that has [b]reach[/b], you gain a free attack before Round 1 against creatures not using a [b]reach[/b] weapon or ranged spell. In order to use a [b]reach[/b] weapon, you must wield the [b]reach[/b] weapon 2 handed. To dual wield a weapon, one must meet the [b]dexterity requirement[/b]. If you fail to meet the Dexterity requirement of a weapon, you are too clumsy to fight proficiently, and gain [b]Disadvantage[/b] as well as damage output being more erratic (requires rolls). The dex value for duel wielding is represented by the [b]DV[/b] symbol. 2 Handed weapons that don't have reach generally do a lot more damage, but affect a user's speed attribute. [b]Strength Based Weapons[/b] [color=gold]100g[/color] Club - [color=FF0E20]4 Damage[/color] - Str: 10 DW: 12 [color=gold]200g[/color] Maul - [color=FF0E20]5 Damage[/color] Str: 12 DW: 13 [color=gold]250g[/color] Morningstar - [color=FF0E20]5 Damage[/color] Str: 11 DW: 13 [color=gold]300g[/color] Handaxe - [color=FF0E20]6 Damage[/color] - Str: 14 DW: 18 [color=gold]450g[/color] Sword - [color=FF0E20]6 Damage[/color] Str: 13 DW: 17 [color=gold]500g[/color] Flail - [color=FF0E20]6 Damage[/color] Str: 12 DW: 16 [color=gold]500g[/color] Hammer - [color=FF0E20]7 Damage[/color] Str: 16 DW: 19 [color=gold]600g[/color] Mace - [color=FF0E20]7 Damage[/color] Str: 15 DW: 18 [color=gold]700g[/color] Greatclub - 2 Handed - [color=FF0E20]9 Damage[/color] Str: 20 DW: 42 [color=gold]800g[/color] Warpick - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 25 DW: 46 [color=gold]900g[/color] Greataxe - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 23 DW: 46 [color=gold]1000g[/color] Battleaxe - 2 Handed - [color=FF0E20]11 Damage[/color] Str: 27 DW: 50 [color=gold]1100g[/color] Warhammer - 2 Handed - [color=FF0E20]12 Damage[/color] Str: 30 DW: 55 [color=gold]1500g[/color] Greatmaul - 2 Handed - [color=FF0E20]14 Damage[/color] Str: 35 DW: 60 [color=gold]1000g[/color] Longbow - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 25 DW: -- [color=gold]1300g[/color] Heavy Crossbow - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 20 DW: 44 [b]Dexterity Based Weapons[/b] [color=gold]250g[/color] Dagger - [color=FF0E20]4 Damage[/color] - 10% chance to cause 4 damage Bleed for two rounds. Dex: 12 DW: 12 [color=gold]300g[/color] Sickle - [color=FF0E20]4 Damage[/color] - 10% chance to cause 4 damage Bleed for two rounds. Dex: 10 DW: 12 [color=gold]400g[/color] Whip - [color=FF0E20]4 Damage[/color] - 20% chance to grant the 'ensnared' effect when aimed at the legs. Dex: 10 DW: 14 [color=gold]450g[/color] Glaive - [color=FF0E20]6 Damage[/color] Dex: 14 DW: 15 [color=gold]300g[/color] Scimitars - [color=FF0E20]6 Damage[/color] Dex: 12 DW: 17 [color=gold]250g[/color] Rapier - [color=FF0E20]5 Damage[/color] Dex: 12 DW: 14 [color=gold]150g[/color] Sling - [color=FF0E20]4 damage[/color] Dex: 10 DW: - [color=gold]300g[/color] Darts - [color=FF0E20]5 Damage[/color] Dex: 12 DW: 14 [color=gold]500g[/color] Shortbow - [color=FF0E20]6 Damage[/color] Dex: 14 DW: 20 [color=gold]600g[/color] Javelin - [color=FF0E20]8 Damage[/color] Dex: 19 DW: 26 [b]Attuned Weapons (Magic)[/b] [color=gold]350g[/color] Wand - [color=FF0E20]4 Damage[/color] - can hold 5 enchantments Mgc: 14 DW: 16 (magic stat) [color=gold]450g[/color] Orb - [color=FF0E20]3 Damage[/color] - can hold 5 enchantments, +1 to Magic Mgc: 16 DW: 17 (magic stat) [color=gold]250g[/color] Razor Ring - [color=FF0E20]5 Damage[/color] Mgc: 12 DW: 14 (magic stat) [b]Dexterity or Strength:[/b] [color=gold]250g[/color] Shortsword - [color=FF0E20]5 Damage[/color] Str/Dex: 12 DW: 13 [color=gold]600g[/color] Trident - [color=FF0E20]7 Damage[/color] Str/Dex: 16 [color=gold]600g[/color] Pike - 2 Handed - Reach - [color=FF0E20]5 Damage[/color], +10% on Defensive Actions in the engagement round. Str/Dex: 12 DW: 30 [color=gold]550g[/color] Lance - 2 Handed - Reach - [color=FF0E20]6 Damage[/color] Str/Dex: 14 [color=gold]500g[/color] Halberd - 2 Handed - Reach - [color=FF0E20]7 Damage[/color] Str/Dex: 16 [color=gold]300g[/color] Hand Crossbow - [color=FF0E20]5 Damage[/color] Str/Dex: 12 DW: 14 [b]Dexterity or Attuned:[/b] [color=gold]300g[/color] Quarterstaff - [color=FF0E20]5 Damage[/color] Dex/Mgc: 12 DW: 14 [color=gold]500g[/color] Sword-Staff - [color=FF0E20]6 Damage[/color] - can hold one extra enchant Dex/Mgc: 14 DV 20 DW: 16 [color=gold]600g[/color] Chakram - [color=FF0E20]7 Damage[/color] - returns on impact Dex/Mgc: 16 DW: 24[/sub][/hider] [sub] Reagent Upgrades:[hr]+ No Reagent has been fully discovered yet.[/sub]