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The Ovalin Forge

Welcome to the Ovalin Forge where we can customize your equipment to best fit your needs and wants. Listed are the assortments of works we can make and create by using current equipment or making you a whole new set of equipment. Due note the limit of Dmg for any Weapon has certain ranges so note that is the Max Dmg that can be dealt regularly. Also Weapon and Armors can only Increase by +10 not including your stat bonuses. Special Requested Items will take perhaps from 3 days to 2 weeks depending on the quality, item, and desires of what is needed to make the weapon. Here at the Forge we can make as well as Socket or customize weapons. Magical properties will cost greatly as well as adding die to your weapons. Remember to send all requests and inquiry to staff@everlynnrpg.com

Sharpen and Toughen

Sharpen and Toughen Weapons: As long as they are metal we can make them stronger. If not we change the weapon to something metal or add new features to it to make it stronger. Now in order for Frost to enhance your armor or weapon you need to go down the ladder of forges to increase them. It’s a step-by-step process as well as costly. We can also meltdown weapon and armor to new weapons and armor. But the Plus bonus is lost and reverted to damage when changed to a new item. Changed Weapons can no longer receive plus bonuses. 30dmg is the max Dmg one can make a weapon. So the weapon can be a combination of d24, 2d12, 3d8, 4d6, 6d4, 8d3, 3d10 etc, etc. Armors can only get plus ten from the forge and when changed can no longer receive bonuses.  Also if you have had the item Forged once and start to go step by step all you will need is the next pay step to continue forging it. Be sure to ask us to keep a record so that you may notify us and for our own sake that you have started the process. Items that are Forged will always say Forged before it)

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 Crystal ore called Cadallite that reduced the dmg of magic dealt to your armor. This is called RMDE (Reduce Magic Damage Efficiency). These will Help Reduce the dmg by magic spells upon you slightly. Sadly it will not be very efficient since making Magic Armor is difficult when forging.

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

Petra : 3d3 Rnds Petrified / 25% Resist Petrify

Para : 2d2 Rnds Paralyzed / 25% Resist Paralyze

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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