Feudal
   The RPG game by EGUY on BYOND.com


 

NAVIGATION
Home
Story
Items
Guide
Forum
FAQ






    
Armor

There are several armor types and armor materials in Feudal.

  • Copper - a light brown that offers little to no protection.
    • Copper Armor:
      • Armor  =  2
      • sell value = 20
    • Copper Helmet:
      • Armor  =  1
      • sell value = 10
    • Copper Gauntlets/Greaves:
      • Armor  =  1
      • sell value = 25
    • Copper Shield:
      • Armor  =  1
      • sell value = 10
  • Bronze - dark brown armor that offers poor armor.
    • Bronze Armor:
      • Armor  =  5
      • sell value = 45
    • Bronze Helmet:
      • Armor  =  2
      • sell value = 25
    • Bronze Gauntlets/Greaves:
      • Armor  =  2
      • sell value = 30
    • Bronze Shield:
      • Armor  =  2
      • sell value = 25
  • Iron - cheap and decent armor of a shade a little bit darker than Titan armor.
    • Iron Armor:
      • Armor  =  10
      • sell value = 75
    • Iron Helmet:
      • Armor  =  3
      • sell value = 30
    • Iron Gauntlets/Greaves:
      • Armor  =  3
      • sell value = 35
    • Iron Shield:
      • Armor  =  5
      • sell value = 35
  • Steel - a dark metal that offers good protection to weaker players.
    • Steel Armor:
      • Armor  =  25
      • sell value = 400
    • Steel Helmet:
      • Armor  =  5
      • sell value = 85
    • Steel Gauntlets/Greaves:
      • Armor  =  4
      • sell value = 50
    • Steel Shield:
      • Armor  =  10
      • sell value = 175
  • Titan - a light metal that is stronger than steel.
    • Titan Armor:
      • Armor  =  35
      • sell value = 800
    • Titan Helmet:
      • Armor  =  10
      • sell value = 200
    • Titan Gauntlets/Greaves:
      • Armor  =  5
      • sell value = 100
    • Titan Shield:
      • Armor  =  20
      • sell value = 400
  • Royal - the purple armor of kings and royalty.
    • Royal Armor:
      • Armor  =  50
      • sell value = 1500
    • Royal Helmet:
      • Armor  =  15
      • sell value = 375
    • Royal Gauntlets/Greaves:
      • Armor  =  6
      • sell value = 250
    • Royal Shield:
      • Armor  =  30
      • sell value = 750
  • Nemvan - amazingly bright armor used to distract and blind enemies.
    • Nemvan Armor:
      • Armor  =  100
      • sell value = none
    • Nemvan Helmet:
      • Armor  =  30
      • sell value = none
    • Nemvan Gauntlets/Greaves:
      • Armor  =  7
      • sell value = none
    • Nemvan Shield:
      • Armor  =  50
      • sell value = none
  • Mythic - The armor of mythical heroes and gods.
    • Armor of Ares:
      • Armor  =  120
      • Strength bonus = 45
      • sell value = none
    • Helmet of Zeus:
      • Armor  =  45
      • Strength bonus = 30
      • sell value = none
    • Gauntlets of Hector/Greaves of Achilles:
      • Armor  =  10
      • sell value = none
    • Shield of Athena:
      • Armor  =  70
      • Strength bonus = 50
      • sell value = none
  • Dragon - almost nothing is known about this legendary armor except that it grants its wearer huge amounts of armor and some extraordinary powers.


Weapons

Weapons in Feudal come in seven types, and each has 6 or more weapons, equiping one modifies your strength:

  • Axes: deals Heavy damage, a majority are two-handed, medium speed, medium - best damage
  • Blunt Weapons: have a high damage rating, many are two-handed, slow speed, best damage
  • Longblades: balanced weapons
  • Shortblades: low damage, high speed
  • Ranged Weapons: large attack range increase, low-medium damage
  • Magical Weapons: medium attack range increase, deals Magic damage
  • Polearms: +1 to attack range, Piercing damage

Some weapons have special abilities or properties:

  • Heavy - % to deal maximum damage
  • Piercing - % chance to avoid target's armor
  • Magical - % to add X magic damage
  • Fire - % to deal 1 to X fire damage


While this hasn't been added yet, a randomized weapon system may be added. This system will on random occassions, modify the weapon a monster drops. So a Brand dropped by a monster may gain a greater strength value, acquire a weapon ability like Heavy, and then gain a special skill modifier like +3 to potionmaking when equipped. That Brand would now be a "Sharpened Heavy Brand of Alchemy". Or a Brand would lose strength value, acquire a weapon ability, and then gain a special skill modifier. This Brand would be "Dulled Flaming Brand of Ninjitsu" or maybe even "Damaged Piercing Brand of Holiness". This would increase the collectability of weapons since now each weapon has many different versions of itself, like with some highly desirable forms that are sought by those who are training in the skill that the weapon provides.




 


Feudal, by EGUY


Create a free website at Webs.com