You get a total of 15 points to spend on your custom weapon. Adding one point to anything, with the exception of Uses, will make it better by one. So, for example, adding one point to might will increase it by one. Adding one point to weight will decrease it by one. Adding one point to either Accuracy or Critical will increase it by 5. If you want to increase the amount of uses that your weapon has, you have to invest two points into it, yielding +5. You
MAY NOT have more than 25 crit or 13 might for your weapon. This is to prevent an imbalance in the RPG. You can also have a special ability for your weapon, which costs three points. The following is a list and descriptions of the available special abilities.
- Effective Against Infantry
-Might is doubled when facing a unit with the "Armored" keyword - Effective Against Cavalry
-Might is doubled when facing a unit with the "Horseback" keyword - Reaver
-Weapon triangle is reversed when using the custom weapon - Shade Strike
-Evasion +10 - Critical Master
-when calculating your critical hit rate, use (Skill+Crit) rather than ([Skill/2]+Crit) - Shield Double
-Your weapon doubles as a shield. RES and DEF +2 when equipped with this weapon. - Vacuum (magic only)
-1/2 of the damage dealt with this weapon is used to restore your own HP. - Toxin Spill (physical weapons only)
-Once you hit your opponent, they begin losing 1/10 of their HP at the end of every turn(rounded down).
C. Promotion
1. Items for promotion are obtained by purchasing them in the Promotion Item Shop. They cost a hardy 5,000G, and the Shop itself can't be accessed without the right card, which also costs money.
2. Post your stat, special effect, and weapon changes in the Promotion Topic in the Stat and Profile forum.
3. You may promote your character starting at level 10, and until you promote, you may not level past 20.
4. Promotion yields the following benefits:
Stat Boosts
(Optional) Extra Weapon Skill
(Optional) Special Effect
5. Depending on how many Weapon Skills the character began with, he or she receives a predetermined amount of Stat Points to distribute amongst any of his or her stats except Constitution.
Started with 1 Weapon Skill: 22 points
Started with 2 Weapon Skills: 17 points
Started with 3 Weapon Skills: 12 points
6. No more than 4 Stat Points may be added to each stat, with the exception of HP. 6 Stat points can be added to HP.
6. One Stat Point into any stat, including HP, yields +1 to that stat.
7. The character also gets an extra Weapon Skill. This Weapon Skill starts at Level E and increases as follows:
At Level 20/5 it goes from E to D.
At Level 20/10 it goes from D to C.
At Level 20/15 it goes from C to B.
At Level 20/20 it goes from B to A.
8. There are also special abilities that each character can "purchase" at the cost of 5 stat points. So, if your character started with 1 weapon skill, they can forfeit 5 of their 22 points in order to get a special ability. There is no limit on the amount of special abilities you can get, but you may not have more than 1 of an individual weapon skill. Basically, you can't have critical master twice.
9. The current special abilities are listed below:
Critical Master: User gets +15% to his or her final critical rate.
Prerequisite: At least 16 Skill and at least an “Average” growth rate for Skill upon promotion.
Shadow Song: User gets +8 to his or her evasion rate.
Prerequisite: At least 16 Speed and at least an “Average” growth rate for Speed upon promotion.
Weaponsmith: The user selects a weapon type. When using a weapon of that type, he or she ignores the negative effects of the Weapon Triangle.
Prerequisite: None.
Rune Shield: User is immune to critical hits from enemies with a final critical rate greater than 30%.
Prerequisite: At least 16 Luck and at least an “Average” growth rate for Luck upon promotion.
Armor: User gets an extra +5 Defense at promotion.
Prerequisite: At least 16 Defense and at least an “Average” growth rate for Defense upon promotion.
Barrier: User gets an extra +5 Resistance at promotion.
Prerequisite: At least 16 Resistance and at least an “Average” growth rate for Resistance upon promotion. .
Weapon Master: Raise one of the user’s Weapon Ranks to S. Another weapon type may be still raised to S rank at Level 20/10 as normal.
Prerequisite: None.
Giant: User gets an extra +6 HP and +2 Constitution at promotion.
Prerequisite: None.
Powerhouse: User gets an extra +4 Strength/Magic at promotion.
Prerequisite: At least 16 Strength/Magic and at least an “Average” growth rate for Strength/Magic upon promotion.
Swift Growth: User’s EXP formulas use 50 (for winning a battle) and 20 (for non-lethal hits in wars).
Prerequisite: None.
Assassin: User has a 25% chance that a critical will automatically fell the target.
Prerequisite: 20 Skill and a “Good” growth rate for Skill upon promotion.
Piercing: User has a chance equal to user’s Level (not counting pre-promoted Levels) to ignore target’s Defense for one attack this round.
Prerequisite: 20 Strength and a “Good” growth rate for Strength upon promotion.
Soulreaver: User has a chance equal to user’s Level (not counting pre-promoted Levels) to ignore target’s Resistance for one attack this round.
Prerequisite: 20 Magic and a “Good” growth rate for Magic upon promotion.
Impregnable: User has a chance equal to user’s Level (not counting pre-promoted Levels) to receive 0 damage from non-magical weapons for one attack this round.
Prerequisite: 20 Defense and a “Good” growth rate for Defense upon promotion.
Spirit Ward: User has a chance equal to user’s Level (not counting pre-promoted Levels) to receive 0 damage from tomes for one attack this round.
Prerequisite: 20 Resistance and a “Good” growth rate for Resistance upon promotion.
Sniper: User has a chance equal to user’s Level (not counting pre-promoted Levels) to have one attack this round automatically hit.
Prerequisite: 20 Skill and a “Good” growth rate for Skill upon promotion.
Soul Stealer: User has a chance equal to user’s Level (not counting pre-promoted Levels) to gain HP equal to the amount of damage done for one attack this round.
Prerequisite: At least an A rank in Dark Magic and 20 Magic upon promotion.
Purifier: User has a chance equal to user’s Level (not counting pre-promoted Levels) to get an extra attack at the end of the round.
Prerequisite: At least an A rank in Light Magic and 20 Magic upon promotion.
Nature’s Wrath: User has a chance equal to user’s Level (not counting pre-promoted Levels) to add one automatic hit for 10 damage to the end of this round.
Prerequisite: At least an A rank in Anima Magic and 20 Magic upon promotion.
D. Multiple Characters
1. Each individual user may have up to three different characters.
2. An individual user’s characters may not exchange gold or items between themselves.
3. An individual user’s characters may not battle against each other in the Standard Arena.
E. Stat Growth
1. Each character starts out with a Growth Rate for each of his or her Main Stats.
2. The three types of Growth Rates are Good, Regular, and Bad.
3. Each character has 2 Goods, 3 Regulars, and 2 Bads to assign to each Main Stat.
4. Your Growth Rates determine how much each stat increases.
5. If you level up and are required to increase a maxed out stat, then you may
not instead increase a different non-maxed out stat. If you're caught doing this, you'll have the monotonous job of retracing your levels and deleting any points that you used to break this rule.
Unpromoted
At level 2, all Goods increase by one.
At level 3, all Bads and Goods increase by one.
At level 4, all Regulars increase by one.
At level 5, all Goods and Regulars increase by one.
At level 6, all Bads and Goods increase by one.
At level 7, all Regulars increase by one.
At level 8, all Goods increase by one.
At level 9, all Goods increase by one.
At level 10, all Bads increase by one.
At level 11, all Goods increase by one.
At level 12, all Regulars increase by one.
At level 13, all Goods increase by one.
At level 14, all Regulars increase by one.
At level 15, all Bads and Goods increase by one.
At level 16, all Regulars increase by one.
At level 17, all Goods increase by one.
At level 18, all Regulars increase by one.
At level 19, all Bads, Goods, and Regulars increase by one.
At level 20, all Goods increase by one.
Promoted
At level 2, all Goods and Regulars increase by one.
At level 3, all Bads and Goods increase by one.
At level 4, all Regulars increase by one.
At level 5, all Goods increase by one.
At level 6, all Goods increase by one.
At level 7, all Regulars increase by one.
At level 8, all Bads increase by one.
At level 9, all Goods increase by one.
At level 10, all Regulars increase by one.
At level 11, all Goods increase by one.
At level 12, all Bads and Goods increase by one.
At level 13, all Regulars increase by one.
At level 14, all Goods increase by one.
At level 15, all Goods increase by one.
At level 16, all Regulars and Goods increase by one.
At level 17, all Bads increase by one.
At level 18, all Regulars increase by one.
At level 19, all Goods increase by one.
At level 20, all Bads, Regulars and Goods increase by one.
Also, everybody must post their Vitals in their profile. Not having Vitals makes one angry Pondy, and you won't like him when he's angry. Just ask him! [Vitals and info on how to do them can be found in the "Battle Mechanics" topic in this forum.]