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ITEMS
Feb 6, 2002 10:08:27 GMT -5
Post by Arreck on Feb 6, 2002 10:08:27 GMT -5
Here is a list of certain items and what they will do. (I can always add more.)
Armor- Duh, decreases damage. Weapons- Duh, your means of inflicting damage. Ammo- Required for certain weapons. Food- Increases health:
Woopa Fruits Small -10 HP Medium-20 HP Large - 30 HP Enormous - Full health
Meat Carcass - 5 HP Fresh Kill - 10 HP Served Steak -15 HP Platter O Meat - 50 HP
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ITEMS
Feb 6, 2002 10:23:25 GMT -5
Post by Arreck on Feb 6, 2002 10:23:25 GMT -5
Weapons (Each of these may be modified by a prefix, such as "Finely Crafted".)
A-1: Light Pistol. All races but Hurk start with this. Very low level weapon; 2-5 damage.
A-15: Heavy Pistol. Medium power weapon with very fast attack speed. Two may be weilded at once, regardless of whether you are Twassecc and have the skill. 7-20 damage.
Club Rifle: Melee/Ranged Weapon. Medium power weapon. Only Hurks may use, but they command a high price. 20-35 damage. Requires Ammunition for normal shot; can swing hilt in a wide arc.
Razor Claw: Melee Weapon. Medium Power weapon. Only Cheoroeds may use, but they command a high price. 20-40 Damage; Will not take up hand space, as it is strapped onto the wrist.
Charms: Variable. See the Charm area. Only Sigwar may use, but they command a high price. One can be used and equipped for use at a time.
Clawglove: Melee weapon. Light-Medium power weapon. Only Greadeans may use, but they command a high price.
G-1: Assault Rifle. Medium Level weapon. 1-60 Damage. Requires Ammunition.
G-15: Assault Rifle. High level weapon. 15-80 Damage.
(More to come; keep in mind that you may find all A's, not just 1 and 15, and all the G's, not just 1 and 15.)
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ITEMS
Feb 11, 2002 23:16:14 GMT -5
Post by Arreck on Feb 11, 2002 23:16:14 GMT -5
HURK SPECIFIC ITEMS:
Club Rifle: Melee/Ranged Weapon. Medium power weapon. Only Hurks may use, but they command a high price. 20-35 damage. Requires Ammunition for normal shot; can swing hilt in a wide arc. Two-Handed Mace: Melee Weapon. Extreme power weapon. Only Hurks may use, but you are lucky to get one if you sell your freaking soul. 1500-1550 damage. Attacks very slow.
Electric Mace: Melee/Ranged Weapon. Medium power weapon. Only Hurks or Sigwar may use, but they command a high price. 30-50 damage. Can fire electric bolt at ranges for 10-30 damage.
Manaat Staff: Melee Weapon. Medium High power weapon. Only Hurks may use, but they command a high price. 1-250 damage. Very fast attack; depending on the foe, may attack twice in one turn.
Manaat Throwing Stick: Ranged Weapon. High power weapon. Only Hurks may use, but they command a high price. 5-40 damage. May throw up to three in one turn depending on the speed of your adversary.
Offensive Shield: Defensive Shield. Medium power Shield. Only Hurks may use, but they command a high price. -10 Melee damage, -4 Bullet Damage. (Damage may not drop below one) Can Bash an enemy for 6-15 damage.
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ITEMS
Feb 11, 2002 23:33:23 GMT -5
Post by Arreck on Feb 11, 2002 23:33:23 GMT -5
CHEOROED SPECIFIC ITEMS
Razor Claw: Melee Weapon. Medium Power weapon. Only Cheoroeds may use, but they command a high price. 20-40 Damage; Will not take up hand space, as it is strapped onto the wrist.
Razor Feet: Melee Weapon. Medium Power weapon. Only Cheoroeds may use, but they command a high price. 15-30 damage.
UNIQUE ATTACK
If both a Foot Claw and Hand Claw type weapon are equipped, a Cheoroed may use Razor Wrath for 10 skillpoints. This martial art will rip through enemies like butter. 100-300 damage.
Skull Sheath: Special Shield, Medium Power Shield. Only Cheoroeds may use, but they command a high price. Improves overall defense rating without taking up space by adding +5% - +50% of your current defense to your rating. Higher quality yields a better bonus.
Energy Talons: Melee Weapon. High power weapon. Only Cheoroeds may use, but they command a high price. 30-40 damage. Chance for a fatal blow on hit regardless of hit points. Can be used in Razor Wrath.
Flippers: Special. These should be donned only when entering water. +5 to Cheoroed Swim Skill. Can attempt an "Outswim" defensive maneuver to run away from enemies.
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ITEMS
Feb 20, 2002 10:01:21 GMT -5
Post by Arreck on Feb 20, 2002 10:01:21 GMT -5
SIGWAR SPECIFIC ITEMS
Charms: Special items. Only Sigwar may use, but they command a very high price. Will have variable effects when used; can even become a primary weapon. Only one can be used at one time, though many can be carried.
Throwing Blades: Ranged Weapons. Only Sigwar may use, but they command a high price. Regardless of speed, six can be thrown in one turn. 5-10 damage per blade.
Fast Throwing Blades: Ranged Weapons. Only Sigwar may use, but they command a high price. Regardless of speed, at least six can be thrown in one turn. Up to eighteen bay be launched depending on the speed of your foe. Multiple enemies can be attacked with these. 5-10 damage per blade.
Neck Armor: Special Armor. Only Sigwar may use, but they command a high price. Will add to overall defense rating by adding +10% - +35% of your current defense to your current defense. Higher quality yields higher bonus.
Skull Sensor: Headset. Only Sigwar may use, but they command a high price. Must take up the head area, so helmets cannot be worn as well. Will pinpoint an enemy's vital spots, thus lowering his HP -5% - -30%
Electric Mace: Melee/Ranged Weapon. Medium power weapon. Only Hurks or Sigwar may use, but they command a high price. 30-50 damage. Can fire electric bolt at ranges for 10-30 damage.
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