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The Ovalin Forge
Sharpen and Toughen First
Forge: Adds +1 to your weapon or armor and costs 2,000gp Second
Forge: Adds +2 to your weapon or armor and costs 4,000gp Third
Forge: Adds +3 to your weapon or armor and costs 6,000gp Fourth
Forge: Adds +4 to your weapon or armor and costs 8,000gp Fifth
Forge: Adds +5 to your weapon or armor and costs 10,000gp Sixth
Forge: Adds +6 to your weapon or armor and costs 12,000gp Seventh
Forge: Adds +7 to your weapon or armor and costs 14,000gp Eighth
Forge: Adds +8 to your weapon or armor and costs 16,000gp Ninth
Forge: Adds +9 to your weapon or armor and costs 18,000gp Tenth
Forge: Adds +10 to your weapon or armor and costs 20,000gp Unbreakable:
Makes Weapon or armor unbreakable by force. Using Dynarium ore with a blend of
titanium. We make the weapon or armor a mix of light and very durable metal.
This costs 30,000gp to do so. Dwarven
Make: Outfitted for Dwarves and anyone that is at least 5'6" and under.
This is much more outfitted for Smaller Creatures. Also it requires only 10
Power to Wield a Weapon and their Heavy Armor only Reduces -2 of their
Penalties. 5,000Gp Elvin
Make: Outfitted by Elves for Good Quality and Beauty. This is outfitted very
light and does not weigh down a person. Armor and Weapons Power or Weight
requirement is reduced by Half. 5,000Gp Barbarian Make: Any Equipment Made By Barbarians require 17 Power to wield or carry but the chance to Break the item is reduced d20 1-2 if breaking it applies making it much harder to break or ruin durability. 5,000Gp Titanium
Forge: We use Titanium in order to make the weapon lighter when forging it. By
doing so we can lessen the weight by some point and to continue lessening the
weight go step-by-step through the process yet the limit is 3 and if you change
the weapon or armor the weight change remains permanent. Titanium
Step1: -1 Pwr or Weight Requirement
for the weapon or armor. 10,000gp Titanium
Step2: -2 Pwr or Weight Requirement for the weapon or armor. 20,000gp Titanium
Step3: -3 Pwr or Weight Requirement
for the weapon or armor. 30,000gp (Note:
-3 is Elvin Made Armor +10% Evade) Custom Weapons Custom
Weapons: We charge a variable of prices for each weapon base on their max Dmg.
For every point of max Dmg is a 1,000gold. We cut the price in half if you
already have a weapon to melt down and re-forge. But keep in mind that different
weapon sizes prevent melting down and creating all new weapons. Like a one
handed sword can’t make a stave, pike, or scythe weapon. Yet a two-handed
sword can. Or if you have a great axe you can make five small weapons like
knives that equal the axes max Dmg or two swords. This all varies but we have a
price list. Remember if you have metal to melt down or a previous weapon to melt
down the cost is half. We also don’t do the d# Dmg base we do it with a #d#
Dmg base. For
Every Max Dmg= by ten points is 10,000gp for example if you make a 3d10 Great
Axe it will cost you 30,000gp. Also the Base #d can be no greater than 10 so
when making custom work we can make weapon deal up to d10 or 10d max points of
Dmg reference. You’ll have to forge it to increase the damage on the weapon as
in sharpening and such. The Max Dmg that can be forged is 100 Dmg in total no
custom Weapon can be forged higher than 100 pts of Dmg. Dmg
price Chart: 2d5
Dmg: Costs 1,000gp 2d5/5d2
Dmg: Costs 10,000gp +500gp for the stronger 5d2 2d10/10d2
Dmg: Costs 20,000gp +500gp for the stronger 10d2 3d10
Dmg: Costs 30,000gp 4d10/10d4
Dmg: Costs 40,000gp +500gp for the stronger 10d4 5d10/10d5
Dmg: Costs 50,000gp +500gp for the stronger 10d5 6d10/10d6
Dmg: Costs 60,000gp +1,000gp for the stronger 6d10
Cutsom Armor Armor
Customs: These as well vary in prices. What we do with Armors is create a RDE
what’s RDE you ask (Reduce Damage Efficiency). With this you can reduce dmg
stricken on you to some degree although doing so is rather expensive. This will
cut down on the dmg done to you. RDE
1: -1 dmg costs 3,000gp RDE
2: -2 dmg costs 6,000gp RDE
3: -3 dmg costs 9,000gp RDE
4: -4 dmg costs 12,000gp RDE
5: -5 dmg costs 15,000gp RDE 6: -6dmg costs 18,000gp RDE
7: -7 dmg costs 21,000gp RDE
8: -8 dmg costs 24,000gp RDE
9: -9 dmg costs 27,000gp RDE
10: -10 dmg costs 30,000gp Cadallite
Armor: This armor is made of RMDE
1: -1dmg costs 3,000gp RMDE
2: -2 dmg costs 6,000gp RMDE
3: -3 dmg costs 9,000gp RMDE
4: -4 dmg costs 12,000gp RMDE
5: -5 dmg costs 15,000gp Dynarium
Alloy: quite interesting we can make alloys to sheath around your weapons to
make the blows harder increasing its dmg number of the first die. Example 2d3
Scimitar with 2 Dynarium Alloys = 4d3 Scimitar. We can make a forge of 5 Alloys
to your weapon to help increase its potential. This will not make it exceed past
30 points of Dmg though. DA1:
+1d 1,000gp DA2:
+2d 2,000gp DA3:
+3d 3,000gp DA4:
+4d 4,000gp DA5:
+5d 5,000gp
Special Properties Special
Properties: Such as Elements or Status Effect can be imbued upon an Item
Granting a bonus to it. Down Below are a List of Elements and Status Effects
that can be imbued upon Weapons and Armors. This can be helpful to the barer of
the item and no more than three types can be placed on an Item. This procedure
is permanent imbuing to the item. Once done it cannot be changed back. Also
status effects on weapons do not accumulate but deals a set amount of Rnds of
that particular effect as Armor adds resistance to that particular status
effect. You can not stack properties to increase the values on weapons either so
keep in mind you'll need to choose one type for your weapon but you can stack
armor to increase the resistant of a particular effect or dmg. You cannot also
imbue two opposite Effects together on a weapon since they will cancel another
out. Example Ice and Fire would cancel one another. To imbue weapons or Armor it
will cost 10,000 Gold. The Weapon once imbued will get the name of the Imbue to
the Weapon. Weapons
Armors Fire:
Weapon deals Fire Dmg / Armor 25% Soak Fire Dmg Water/Ice:
Weapon deals Water/Ice Dmg / Armor 25% Soak Water or Ice Dmg Lightning:
Weapon deals Lightning Dmg +5 dmg if metal is worn / Armor 25% Soak Lightning
Dmg Geo:
Weapon deals Earth Dmg / Armor 25% Soaks Earth and Forest Dmg Darkness:
Weapon Deals Dark Dmg / Armor 25% Soak Holy Dmg Holy:
Weapon Deals Holy Dmg / Armor 25% Soak Dark Dmg Alignment:
Deals +10 more dmg to alignment type / 10% Soak Dmg by alignment type Poison:
3d3 Rnds d7 dmg poison / 25% Resist Poison Bleeding:
Bleeds till Healed d7 Dmg per Rnd / 25% resist bleeding Effect Vampirism:
d10 hp Stolen Drain:
d10 Spells Stolen Consume:
1 Stat point Stolen Sealed:
2d2 Rnds Magic Sealed / +10% Resist to all Magic Types Curative:
Item restores d10 Hp per rnd Regen:
d10 Spells or Hp per rnd Stat
Bonus: +1 to chosen stat Reflect:
Weapon used to parry a spell can reflect the projectile / Armor has a d20 17-20
to reflect spell. Grant
Skill: Bestows a +5 to specific skill when the item is equipped (20,000Gp Grant
Spell: Bestows a spell on an item when equipped. 1 Uses a day (Max Dmg or Effect
of spell = 1,000 Denare and not all spells can be Imbued upon an item.) Accurate:
+1 ATR with weapon Incorporeal:
Harms Astral and Ghost like targets / Reduces incorporeal dmg 25% Luminous:
Offers a light source of 15ft Radius Concealed:
(Small item): -8 to detection and spot checks Concealed:
(Medium Item) -4 to detection and spot checks. Piercing:
Ignores half the Armor soak when dealing dmg. (20,000Gp) (Email: staff@everlynnrpg.com for any detail or purchases.) |
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