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Reginald's Gear Ideas/Requests - Ongoing Thread

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Reginald

- Leather: Using the hides of felled creatures, Leather is prepared to withstand both physical attacks, whilst still promoting good movement. Leather can vary in its origins, but it always has the benefit of being a reliable choice to virtually any class who needs a stalwart piece of gear.

(Base Qualities: +7 Armor, +1 Defense, +2 Agility for Armor.)

Grobrak

I really like the idea of quality for gear. If enemies dropped a random quality (with the best types being rarer) it would make looting much more interesting, too.

Heck, this suggestion inspires me to add a suggestion on top of it, like quality of how well-forged a weapon is. Worn, Average, Fine, Superior and Masterwork. Even more types of drops means even cooler rewards, no?

Reginald

Indeed it does; I figure I would keep it paced out a little bit before I started moving into different weapons and armor, and potentially more materials as well.

That said, it seems Zane may already be ahead of the curb on this, with some of what I've found in the volcano.

Edited Mar 18, 2020

Grobrak

That's pretty exciting for sure! But I think it's alright to brainstorm as much as possible, the more community input the better - even if ultimately it is Zane that decides what is and what isn't, haha!

Reginald

(Rebalanced bonuses as of 3/18/20; will be designing base weapons later.)

Reginald

Weapon Styles Based on Skills: The next few replies will be splitting up the different types of weapon skills, into various base weapons that tailor to different styles of gameplay; whether it be quick and dexterous, to heavy-handed and bulky, there should be a different type of weapon for everyone to choose.

Reginald

Fencing Weapons: All Fencing Weapons focus primarily on a balance of finesse and power; while they do not overly excel in any one area, they make up for it by having a good balance in virtually every category. While it is required for any class to wield the classic Flex Sword, even lowly Thieves can find some use out of it by using some of the weaponry I have listed.

Here's a summary of the weapons I propose, each with their own base modifiers; I will go into more detail in separate replies:

Short Sword: +1 Dexterity (25g)

Saber: +3 Dexterity (40g)

Broadsword: +1 Strength, +5 Dexterity (125g)

Longsword: +2 Strength, +10 Dexterity, (1500g)

Claymore: +2 Strength, +20 Dexterity, -1 Defense (25000g)

Greatsword: +3 Strength, +25 Dexterity, -1 Defense, -1 Agility (75000g)

Edited Apr 11, 2020

Reginald

Sabers: Quick and deadly, Sabers are commonly associated with swashbucklers and duelists for use in flashy shows of swordsmanship; the Saber is a reliable weapon in the hands of someone who wants to focus on speed and cunning rather than sheer strength.

(I had the idea for Sabers to be a type of weapon that focuses less on Strength and Dexterity, and more on Initiative.)

Edited Apr 11, 2020

Reginald

Short Swords: Whether it is the standard Short Sword, the Kukri, the Gladius, or any other pointy piece of metal about the size of the torso, it would count as a Short Sword. The ideal weapon for any budding adventurer, the Short Sword is made for thrusting and slashing, and usually brandishes a sharp single-edge for more force in any slashing motion. Unlike Broadswords and Longswords, the Short Sword is geared for versatility, and allow the wielder to be more mobile whereas a bulkier weapon would prevent.

(I had the idea for Short Swords to be a type of weapon that allows the user to be more Agile in its later incarnations. It lacks offensive power, but makes up for it by allowing the user to be quicker to dodge spells.)

Reginald

Broadswords: The weapon of choice for Knights across kingdoms within and beyond Twinion; Broadswords are the most balanced of swords, balancing weight and heft to deliver hard, damaging blows while still being efficient to use in a single hand.

(Broadswords are the starting ground on mid-level swords, such as the Longsword.)

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