Metal System
From LiMaWiki
Armor and Weapons in Geomancy are made up of one of the following materials and or magical materials. Each material gives a weapon or armor an adjustment to their damage or AC. The materials in Geomancy represent the toughness of the item thus the entire base of a character's armor class is determined by the material his armor is made of. For weapons, even with a negative, the weapon will still do a minimum of 1 point of damage. This is also true for AC, the minimum is always at least 1.
The average cost for a piece of armor or a weapon is found by taking the base cost and multiplying it by the material cost modifier. The actual cost can range by region, town, or what materials are available.
The Damage (Dam) column is the bonus to weapon damage that is done when the weapon is made of that material. For example, an Assault Sabre does 1d8+2 damage. If the character were to have it made out of Silver, it would now do 1d8+3 damage.
The Armor Class (AC) column determines the character's AC score for that particular piece of armor. While its structure is derived from the type of armor, the actual resilience of the armor is based on the material. For example, A Roughcast medium armor has a base ST of 40. If it were made of Ebonite, it would have an AC of 8.
The Level (Lvl) column lists the required armorsmith or weaponsmith skill that is needed in order to make items from that material. This number is the base level the character must have with no modifiers including those from magical means.
Contents |
[edit] Metals, Soft
| Name | Cost | Dam | AC | Lvl | Alloy | Rarity | Bonus |
| Aluminum | x0.5 | -2 | +1 | 1 | Solid | Very Common | |
| Tin | x1 | +0 | +1 | 1 | Solid | Very Common | |
| Copper | x1 | -1 | +2 | 2 | Solid | Very Common | |
| Brass | x1 | +0 | +2 | 2 | Copper + Zinc | Common | |
| Bronze | x1.5 | +0 | +3 | 3 | Copper + Tin | Mediocre | |
| Silver | x2.5 | +1 | +4 | 5 | Solid | Uncommon | |
| Glormite | x2.5 | +2 | +3 | 5 | Diabolium + Bronze | Mediocre | Drain Element |
| Ferro Nickel | x3 | +3 | +4 | 6 | Nickel + Carbon | Common | |
| Gold | x3.5 | +4 | +3 | 7 | Solid | Uncommon | |
| Torite | x4 | +4 | +4 | 8 | Gold + Tin | Uncommon | |
| Langough | x4.5 | -2 | +5 | 9 | Solid | Common | Status Resistant |
| Elementite | x5 | +6 | +4 | 10 | Silver + Mennel Wood | Exceptional | |
| Platinum | x5.5 | +5 | +6 | 11 | Solid | Uncommon | |
| Malformed Tin | x7.5 | +6 | +3 | 15 | Tin + Magnox | Mediocre | Backlashing |
| Electrum | x7.5 | +10 | +5 | 15 | Silver + Gold | Exceptional | |
| Diabolium | x9 | +4 | +8 | 18 | Solid | Very Rare | Dark Element |
| Everice | x9 | +4 | +8 | 18 | Solid | Very Rare | Ice Element |
| Tetroheadric | x11.5 | +11 | +10 | 23 | Vorpal + Electrum | Arcane | |
| Borium | x12 | +12 | +12 | 24 | Solid | Very Rare | Electric Sphere |
| Waspon | x12 | +12 | +12 | 24 | Solid | Very Rare | Nature Sphere |
[edit] Metals, Hard
| Name | Cost | Dam | AC | Lvl | Alloy | Rarity | Bonus |
| Billion | x1 | +1 | +1 | 2 | Copper + Silver or Gold | Common | |
| Cobalt | x1.5 | +2 | +1 | 3 | Solid | Very Common | |
| Iron | x2 | +2 | +2 | 4 | Solid | Common | |
| Blast Iron | x3 | +3 | +3 | 6 | Iron + Carbon | Common | |
| Magnox | x4 | +4 | +4 | 8 | Magnesium + Aluminum | Mediocre | |
| Steel | x5.5 | +5 | +6 | 11 | Iron + Carbon | Uncommon | |
| Light Steel | x8 | +7 | +3 | 16 | Iron + Kovar | Rare | Lighter |
| Invar | x9 | +4 | +8 | 18 | Iron + Nickel + Sard | Very Rare | Earth Element |
| Kovar | x9 | +4 | +8 | 18 | Iron + Cobalt + Topaz | Very Rare | Electric Element |
| Celestrium | x9 | +9 | +9 | 18 | Iron + Carbon + Chromium | Rare | |
| Ethrium | x9.5 | +10 | +9 | 19 | Ethereal + Celestrium | Very Rare | |
| Titanium | x10 | +10 | +10 | 20 | Solid | Very Rare | |
| Prime Iron | x11.5 | +12 | +11 | 23 | Iron + Torite | Prodigious | Elemental Resistant |
| Meteoroide | x12 | +12 | +12 | 24 | Solid | Very Rare | Cosmic Sphere |
| Zillion | x12 | +12 | +12 | 24 | Billion + Mythril | Very Rare | Holy Sphere |
| Teitonic | x15 | +15 | +15 | 30 | Solid | Arcane | |
| Adamantite | x27.5 | +26 | +29 | 50 | Solid | Legendary |
[edit] Organics
| Name | Cost | Dam | AC | Lvl | Special Damage | Rarity | Bonus |
| Wooden | x0.5 | -3 | +1 | 1 | +3 damage | Very Common | |
| Hide | x1.5 | -6 | +1 | 3 | +4 damage | Very Common | |
| Bone | x2 | +1 | +1 | 4 | +5 damage | Common | Structure Shred |
| Arlon | x2.5 | +2 | +1 | 5 | +6 damage | Uncommon | |
| Scale | x3.5 | +2 | +2 | 7 | +7 damage | Mediocre | |
| Chrome Hide | 3.5 | -3 | +3 | 7 | +8 damage | Mediocre | |
| Mennel Wood | x6.5 | -4 | +4 | 13 | +9 damage | Exceptional | Switch Power |
| Fey Leaf | x8 | +0 | +1 | 16 | +12 damage | Uncommon | Structure Intelligent |
| Meltwood | x9 | +3 | +3 | 18 | +13 damage | Very Rare | Fire Element |
| Barbnail | x9 | +3 | +3 | 18 | +13 damage | Very Rare | Nature Element |
| Necropolyte | x11 | +6 | +6 | 22 | +15 damage | Prodigious | Undead Resistor |
| Foryte | x11.5 | +8 | +6 | 23 | +15 damage | Arcane | Random Element |
| Vile Timber | x12 | +12 | +12 | 24 | +17 damage | Very Rare | Dark Sphere |
| Petrifice | x12 | +12 | +12 | 24 | +17 damage | Very Rare | Earth Sphere |
| Zion Oak | x18 | +8 | +3 | 36 | +20 damage | Arcane | Healing Power |
- Special damage applies to the following weapon classes: Blow Gun, Bow, Club, Sling, Staff, and Whip. All other weapon classes use the listed damage.
[edit] Rock
| Name | Cost | Dam | AC | Lvl | Rarity | Bonus |
| Glass | x0.5 | +0 | +1 | 1 | Common | Wounding |
| Coral | x2.5 | +3 | +2 | 5 | Common | |
| Grantite | x3.5 | +3 | +4 | 7 | Mediocre | |
| Ethereal | x4.5 | +5 | +4 | 9 | Exceptional | |
| Pieroxite | x6 | +6 | +6 | 12 | Exceptional | |
| Ebonite | x9 | +4 | +8 | 18 | Very Rare | Cosmic Element |
| Mythril | x9 | +4 | +8 | 18 | Very Rare | Holy Element |
| Chronotite | x11 | +10 | +6 | 22 | Unique | Blink Power |
| Vorpal | x11.5 | +15 | +8 | 23 | Prodigious | |
| Glacial Heart | x12 | +12 | +12 | 24 | Very Rare | Ice Sphere |
| Magmite | x12 | +12 | +12 | 24 | Very Rare | Fire Sphere |
| Abyssium | x14 | +18 | +10 | 28 | Unique | |
| Zenthormite | x16.5 | +20 | +11 | 33 | Arcane | |
| Ragnorok | x18.5 | +25 | +12 | 37 | Arcane |
[edit] Precious
| Name | Cost | Dam | AC | Lvl | Rarity | Bonus |
| Amethyst | x9 | +6 | +6 | 14 | Very Rare | Power of the Stars |
| Ruby | x12 | +10 | +8 | 20 | Very Rare | Power of the Flame |
| Sapphire | x15 | +14 | +10 | 26 | Very Rare | Power of the Glacier |
| Topaz | x18 | +18 | +12 | 32 | Very Rare | Power of the Storm |
| Emerald | x21 | +22 | +14 | 38 | Very Rare | Power of the Briar |
| Jet | x24 | +26 | +16 | 42 | Very Rare | Power of the Chaos |
| Diamond | x27 | +30 | +18 | 45 | Prodigious | Power of the Exalt |
| Sard | x30.5 | +35 | +20 | 48 | Prodigious | Power of the World |
| Alexandrite | x35.5 | +40 | +25 | 50 | Arcane | Surge |
| True Obsidian | x43 | +50 | +30 | 50 | Legendary | Titanomachy |
[edit] Definitions
Damage
Damage is figured out by taking the base damage for the weapon, adding in any bonus weapon damage skills, NDAM (R or M), and the material adjustment.
[Function; Weapon’s base damage plus character’s bonus weapon damage skills plus NDAM (ranged or melee) plus or minus material adjustment = Damage for that weapon]
AC (Armor Class)
A character’s AC is the armor’s ability to reduce the damage from attacks by a certain amount. More about how armor works is listed under the Protection section. To figure out the total armor class for the armor, you take the character’s defense (DEF) and then plus or minus the material adjustment.
[Function; Character’s Defense plus or minus material adjustment = AC for armor]
ST (Structure)
Structure is your armor’s ability to withstand damage before it breaks and becomes useless to protect (see below). To figure out the total structure of your armor, take the base structure and then the character's skill level in that armor (times 5). For example, Videl has a Roughcast armor with a base ST of 40. She has a medium armor skill of 4 which means she adds in a +20 to the base of 40 to bring her total ST to 60.
[Function; Armor’s base structure (ST) plus character's armor skill (times 5) = ST for that armor]
[edit] Weapon Types and Material
For added complexity, weapons have a type of damage (or many types) of damage they can do. There are three possible types with any combination of the three. They are Slashing, Bludgeoning, and Piercing.
Slashing weapons would be swords or anything that would cause a large cut such as a sword. Bludgeoning can leave massive dents in objects or be used to completely squash someone’s head, such weapon would be a maul or a hammer. Piercing weapons leave little holes but are very strong, they can be spears, sharp points, or arrowheads. Each weapon type gains a bonus if the weapon is made from a specific group.
Slashing gains a bonus to damage of +1 if it is made from any material in the Metals, Hard group. (Note: Whips do not, they gain the bonus from the Organics group)
Bludgeoning gains a bonus to damage of +1 if it is made from any material in the Rock group.
Piercing gains a bonus to damage of +1 if it is made from any material in the Metals, Soft group.
It should also be noted that when using a weapon of multiple types (Slashing and Piercing for example) the weapon would only gain the bonus damage when the correct type is used.
Ex: Chrissi is using a warhammer with a hammer on one end and a large spike on the other. The weapon is made out of Rock. She would only gain the +1 damage when the hammer (bludgeoning) end is used and would not gain the +1 damage when the piercing is used.
[edit] Structure
Structure is your armor's ability to withstand damage before it breaks becoming useless. When a piece of armor reaches 0 ST, the armor no longer protects the character against damage. This means that characters cannot apply their AC bonus to reduce the damage, they must add in their DEF (which is considerably lower for most). The armor is considered broken but has become so tattered and beaten that enemies can easily poke and slice at the spots not protected. To fix this, the armor must be repaired.
Repair bills can be greater or lower depending on if the material the armor is made out of is readily available. It will take anywhere from 1-4 days to repair a whole suit of armor.
ST is reduced when physical damage is taken. Non-magical damage will affect the ST of an armor, magical damage does not. However magical attacks that do normal damage, such as the damage done by Power Bomb or Shotgun Ice reduce ST on the armor. In the event of an area of effect damage, the ST is reduced on all pieces of armor including shields.
When a character is struck by a weapon, the amount dealt is subtracted from the character's ST. The character then subtracts the damage from their AC. The rest is taken out from their HP.
Ex: Rice has a character with a AC of 11 and 50 ST. A Orc hits him for 14 points of damage. 14 is reduced from his ST bringing it to 36. Rice then subtracts 13 from the damage bringing it to 1. One point is then reduced from the character's HP.
If an attack exceeds the character's ST, the ST is dropped to 0 and the AC is still used to protect from that attack. However, any attack after will directly affect the character.
Ex: Rice has just been hit by the same orc for 20 points of damage. His ST has slowly been whittled down and before the strike, he had only 15 ST left. He would subtract the 20 points from the armor bringing it to 0 but he can still use his AC to reduce the damage for that attack. However he is now at 0 ST and any further attack by the orc can only be reduced by his DEF. The rest is then taken out of his HP.

