Metal System

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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
Aluminumx0.5 -2 +1 1 Solid Very Common
Tinx1+0+11Solid Very Common
Copperx1 -1 +2 2 Solid Very Common
Brassx1 +0 +2 2 Copper + Zinc Common
Bronzex1.5 +0 +3 3 Copper + Tin Mediocre
Silverx2.5 +1 +4 5 Solid Uncommon
Glormite x2.5 +2 +3 5Diabolium + Bronze Mediocre Drain Element
Ferro Nickelx3 +3 +4 6 Nickel + Carbon Common
Goldx3.5 +4 +3 7 Solid Uncommon
Toritex4+4 +4 8Gold + Tin Uncommon
Langoughx4.5 -2 +5 9 Solid Common Status Resistant
Elementite x5 +6 +4 10 Silver + Mennel Wood Exceptional
Platinumx5.5 +5 +6 11 Solid Uncommon
Malformed Tinx7.5 +6 +3 15 Tin + Magnox Mediocre Backlashing
Electrum x7.5 +10 +5 15 Silver + Gold Exceptional
Diaboliumx9 +4 +8 18 Solid Very Rare Dark Element
Evericex9 +4 +8 18 Solid Very Rare Ice Element
Tetroheadric x11.5 +11 +10 23 Vorpal + Electrum Arcane
Boriumx12 +12 +12 24 Solid Very Rare Electric Sphere
Wasponx12 +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+36 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
Meteoroidex12 +12 +12 24 Solid Very Rare Cosmic Sphere
Zillionx12 +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
Arlonx2.5+2+15+6 damageUncommon
Scale x3.5 +2 +2 7 +7 damage Mediocre
Chrome Hide3.5 -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 Timberx12 +12 +12 24 +17 damage Very Rare Dark Sphere
Petrificex12 +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 Heartx12 +12 +12 24 Very Rare Ice Sphere
Magmitex12 +12 +12 24 Very Rare Fire Sphere
Abyssium x14 +18 +10 28 Unique
Zenthormitex16.5 +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.

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