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«GGO-RPG Resource List»

Here is a handy list of any and all resources and information that you may need during your time here at GGO-RPG, consisting on information about enhancements & attachments, skills & perks, professions and more. If you have a question on a specific rule or need any help, just ask a PST (Player Support Team) member for help!

«Table of Contents»

  • Skills & Mods List
  • Perks List
  • Enhancements & Attachments List
  • Gunsmith Profession
  • Weapons Technician Profession
  • Armorsmith Profession
  • Ammunition Manufacturer Profession
  • Techsmith Profession
  • Mechanic Profession
  • Appraiser Profession

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«Skills and Mods List»

«Weapon Skills»

Spoiler

Pistols
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in pistol, you could have either +3 BD when using a pistol, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: This skill measures your adaptability with small firearms. (Examples - Makarov PM, Desert Eagle)

  • [Rank 2 Pistol Mod] Dual Wielding
    • Cost: 10 SP
    • Passive
    • Effect: Allows you to dual wield pistols and revolvers. When rolling for dual wielding, make a separate roll for each shot, and alternate your rolls between weapons. (For example, roll for Pistol A, then Pistol B, then Pistol A again). Your SPP is equal to both weapons’ SPP combined. Your range bonus remains the same for each individual shot. However, each shot incurs a -2 BD penalty.
      • Example: You are dual wielding a Springfield Armory XD(M) with an SPP of 2 , and deals 26 damage per shot, as well as a Makarov PM with an SPP of 3 and deals 24 damage per shot. The damage you can deal is determined as normal for each weapon, and your SPP is (2 + 3) = 5. At close range, a Makarov PM has base +1 to BD, while the Springfield Armory XD(M) has base +0 to BD, but you must also be mindful of the -2 BD penalty when you roll.
      • NOTE, If sidearm is NOT considered a pistol, you do NOT add your pistol modifier to it, add its weapon type modifier if you have it.
    • Description: This skill measures your ability to use two small firearms classed as sidearms such as pistols, revolvers, and a select few other weapons.

Sub-Machine Guns
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in sub-machine guns, you could have either +3 BD when using a sub-machine gun, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: This skill determines the effectiveness of SMGs. (Example - UMP 45, MP5)

Assault Rifles
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in assault rifles, you could have either +3 BD when using an assault rifle, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: This skill determines the effective use of Assault Rifles. (Examples - AK-47, Galil)

Designated Marksman Rifles
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in DMRs, you could have either +3 BD when using a DMR, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: This skills determines the power of your DMRs. (Examples - M16, Gewehr 43)

Shotguns
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in shotguns, you could have either +3 BD when using a shotgun, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: This skill determines how good you are with close-range shotguns. (Examples - Remington 870, Mossberg 500)

Sniper Rifles
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in sniper rifles, you could have either +3 BD when using a sniper rifle, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: This skill allows you to aim your sniper rifles with ease. (Examples - WA2000, SV-98)

Light Machine Guns
5 Ranks
Passive
Effect: With each rank you put into this skill, you either increase your BD or base damage multiplier by 0.2 rounded down when using the weapon. For example, if you have 3 ranks in LMGs, you could have either +3 BD when using an LMG, 1.6 damage multiplier when using it, or a combination of the two. After you select your enhancement, you may not change it.
Description: Decides upon the strength and accuracy of LMG weapons.

«Utility Skills»

Spoiler

Armed and Ready
Cost: 20 SP
Passive
Effect: Grants player an additional primary weapon slot, increasing the number of primary weapons a player can carry to 2, and the total number of weapons to 3.
Description: You're now armed to the teeth, able to carry more weapons into battle.

Reconnaissance
Cost: 10 SP
Passive
Effect: Offers a slight bonus to finding materials giving a +10 to the LD when searching for materials.
Description: With the Reconnaissance skill, you improve your chances of finding things in the world of GGO.

Vulture
Cost: 10 SP
Passive
Effect: Preying on your enemies can boon great benefits. This skill offers a +10 to the LD on loot dropped from enemies.
Description: Much like a vulture, you prey on the bodies of your dead enemies. With the Vulture skill, you increase your chances of finding loot from your dead enemies.

Scavenger
Cost: 10 SP
Passive
Effect: Changes the types of loots you acquire when rolling for materials. If you roll LD 75+, check your TD of the same roll. On TD rolls between 1-6, you will acquire material. On TD rolls of 7-12, you will find one magazine of ammunition of your choice.
Description: Materials may not be the only thing you’ll find scattered around in GGO. With the Scavenger skill, you have the chance to find magazines for guns, a valuable commodity in GGO.

Concealment
5 Ranks
Passive
Effect: +10 Stealth Rating per rank.
Description: Hide yourself from mobs and enemies alike. The Concealment skill allows you to improve your stealth ability, even to the point where you’re like a ghost.

  • [Rank 5 Concealment Mod] Strike and Shroud
    • Cost: 15 SP
    • Active: Trigger
    • 5 Post Cooldown
    • Effect: After performing an attack action, you may quickly re-enter stealth in the same turn, however enemies are granted a +20 LD while searching for you. Note: this cannot be done if you are within close range of an enemy (You must roll separately for concealment)
    • Description: You are able to quickly hide yourself from view during the heat of battle

Collector
Cost: 10 SP
Passive
Effect: Increases the amount of materials (or magazines acquired from Scavenger) collected to a total of 3.
Description: You somehow have a knack for finding stuff around GGO, finding more than the average player with the Collector skill.

Treasure Hunter
Cost: 10 SP
Passive
Effect: Increases the rarity of crafting materials found out-of-combat to <<Specialized>>
Description: You seem to gain an affinity for finding higher quality items and materials that can't usually be found by the average player.

  • [Treasure Hunter Mod] Seeker
    • Cost: 15 SP
    • Passive
    • Effect: Increases the rarity of crafting materials found out-of-combat to <<Rare>>
    • Description: Your treasure hunting skills have improved, allowing you to locate rare items and materials.
       
  • [Treasure Hunter Mod] Finder
    • Cost: 20 SP
    • Passive
    • Effect: Increases the rarity of crafting materials found out-of-combat to <<Exotic>>
    • Description: You've mastered your skills in treasure hunting, and you are proficient in finding exotic and unheard-of items and materials.
    • Prerequisite: [Treasure Hunter Mod] Seeker

«Armor Skills»

Spoiler

Ballistic Protection
5 Ranks
Passive
Effect: Gain ballistic damage mitigation based on your rank in the Ballistic Protection skill. May only benefit from one armor skill at a time.

  • Rank 1: 10 MIT
  • Rank 2: 20 MIT
  • Rank 3: 30 MIT
  • Rank 4: 40 MIT
  • Rank 5: 50 MIT

Description: Increases the Mitigation of your armor designed to stop bullets, stopping even shots that could kill you in its place.

Explosive Protection
5 Ranks
Passive
Effect: Gain explosive damage mitigation based on your rank in the Explosive Protection skill. May only benefit from one armor skill at a time.

  • Rank 1: 20 MIT
  • Rank 2: 40 MIT
  • Rank 3: 60 MIT
  • Rank 4: 80 MIT
  • Rank 5: 100 MIT

Description: Protects you from the nastiest of explosions, mitigating damage from explosions that would seriously harm or even kill you.

«Combat Skills»

Spoiler

War Cry
Cost: 10 SP
Active: Post Action
Effect: Adds 5 Hate to all opponents (Maximum of 4 opponents)
Description: You bellow out a war cry at your opponents, aggravating them and taunting them to attack you.

  • [War Cry Mod] Challenge
    • Cost: 8 SP
    • Active: Post Action
    • Cooldown: 3 Turns
    • Effect: Adds +10 Hate against a single target.
    • Description: You challenge a creature to fight you, causing them to focus their attention on you to gain a larger amount of hate.

Violent Display
Cost: 10 SP
Passive
Effect: Increases hate generated by 2 per successful attack. Does not affect skills that generate hate (War Cry, Challenge)
Description: Every action you make just seems to make your enemies angrier, and all the more focused on killing you.

Marauder
Cost: 10 SP
Active: Post Action
Effect: You gain a x2 multiplier to base damage when you use this skill, but also gain -3 to your BD.
Description: A risky skill that lets you trade accuracy for damage. Your firing is more erratic and inaccurate, but shots that do hit deal more damage

Steady
Cost: 10 SP
Active: Post Action
Effect: You gain a +2 to you BD, but also requires one post to perform.
Description: A tactical skill for when you just have to hit those tricky shots. You take the time to steady your aim at the cost of dealing reduced damage.

First Aid
5 Ranks
Active: Post Action
Effect: Heal 4% per rank of a party member’s maximum HP (rounded down). Cannot target the user.
Description: The player gets to work on treating their injured comrade, healing a small percentage of their health

  • [Rank 3 First Aid Mod] Examination
    • Cost: 10 SP
    • Active: Post Action
    • Cooldown: 3 rounds
    • Effect: Remove 1 status condition and heal 2% per First Aid rank of a party member’s maximum HP (rounded down). Can target the user.
    • Description: The player gives the afflicted a quick medical examination and rids them of any ailments they have. 
       
  • [Rank 5 First Aid Mod] Field Medic
    • Cost: 15 SP
    • Active: Post Action
    • Cooldown: 5 Turns
    • Energy Cost: 20% of your total energy (rounded down)
    • Effect: Heal your entire party (including yourself) for 20% of each party member’s maximum HP (rounded down).
    • Description: The player gives the entire party an impromptu medical examination, capable of treating all members of the party and healing them a certain percentage.

Riot Shield
5 Ranks
Passive
Effect: Requires an equipped shield. User’s evasion cannot be greater than 0 (can still be negative). Grants additional mitigation:

  • Rank 1: 10 MIT
  • Rank 2: 20 MIT
  • Rank 3: 30 MIT
  • Rank 4: 40 MIT
  • Rank 5: 50 MIT

Description: Defend with your shield, deflecting damage from your opponent’s attacks.

  • [Rank 3 Riot Shield Mod] Shield Bash
    • Cost: 10 SP
    • Active: Post Action
    • Cooldown: 5 Turns
    • Effect: Make an attack with an equipped shield. On a hit, deals (Rank * 20) damage, stuns the enemy for one turn.
    • Description: Smash your shield into target, dealing damage and stunning them.
       
  • [Rank 5 Riot Shield Mod] Tetsudo
    • Cost: 20 SP
    • Passive
    • Effect: You are allowed to wield both a primary weapon and a shield at once.
    • Description: Pull up both your shield and your weapon, turning yourself into a gun-wielding turtle.
    • Recommended Skills: Utility Skill - Armed and Ready

Acrobatics
Cost: 10 SP
Active: Free Action
5 Post Cooldown
Effect: Your opponent suffers -1 to their next BD roll vs you on the turn the skill is activated
Description: A skill that allows yourself to move around easily and gracefully, dodging enemy attacks.

Hawkeye
Cost: 10 SP
Active: Free Action
5 Post Cooldown
Effect: You can clearly see targets at extreme distances. You get +1 to your BD on your next attack if you are attacking from a long distance
Description: A skill that allows yourself to zoom in on targets at extreme distances like a hawk, without the need for magnifying tools such as binoculars or scopes.

Sleight of Hand
Cost: 15 SP
Active: Free Action
Effect: Allows you to reload in a post without taking your post action. This can cause a weapon to jam. When taking this action, roll the LD. On A roll of 31 - 100, the quick reload is successful and nothing happens, but on 1 - 30, your gun is jammed, and requires a post action to unjam before continuing to fire.
Description: Allows more agile reflexes in order reload your weapon with greater ease and speed.

Fast Hands
Cost: 10 SP
Passive
Effect: Can switch weapons as a free action.
Description: Allows the user to quickly change weapons without taking up their attack action.

Double Tap
Cost: 10 SP
Active: Free Action
5 Post Cooldown
Effect: Double the number of BD rolls for one turn. However, you suffer a -3 BD penalty and you cannot perform any other actions the turn that you double-tap  (cannot be used with rocket launchers and bolt action sniper rifles)
Description: Increases a player's shot speed.

«Locked Skills»

Spoiler

Companion Specialization: Accurate
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Beginner = Free
  • [Novice] -> Rank 2 - Adroit = 8 SP
  • [Expert] -> Rank 3 - Master = 10 SP

Passive
Effect: Gain +(1 per Rank) to the BD when fighting with your familiar. Cannot be used to cause a critical hit. This does not stack with the Accuracy enhancement.
Description: Your familiar has a way of pinpointing places to hit. You may only benefit from one Companion Specialization skill at a time. These bonuses cannot exceed your enhancement cap.
Prerequisite: Complete the quest <<Searching for a Companion>>

►Companion Specialization: Assistant
No Ranks
Cost:

  • [Unskilled] -> Rank 1 - Beginner = Free
  • [Novice] -> Rank 2 - Adroit = 8 SP
  • [Expert] -> Rank 3 - Master = 10 SP

Passive
Effect: Gain +(2 per Rank) EXP when crafting with your familiar. At max rank of a profession, gain +(1 per Rank) crafting attempts.
Description: Your familiar helps you when crafting items. You may only benefit from one Companion Specialization skill at a time. These bonuses cannot exceed your enhancement cap.
Prerequisite: Complete the quest <<Searching for a Companion>>

►Companion Specialization: Fighter
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Beginner = Free
  • [Novice] -> Rank 2 - Adroit = 8 SP
  • [Expert] -> Rank 3 - Master = 10 SP

Passive
Effect: Gain +(0.2 * Rank) base damage multiplier when fighting with your familiar. This does not stack with any Damage enhancement.
Description: Your Familiar helps you in combat. For each skill level invested, the players gains +10% to their Base Damage Modifier. You may only benefit from one Companion Specialization skill at a time. These bonuses cannot exceed your enhancement cap.
Prerequisite: Complete the quest <<Searching for a Companion>>

►Companion Specialization: Healer
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Beginner = Free
  • [Novice] -> Rank 2 - Adroit = 8 SP
  • [Expert] -> Rank 3 - Master = 10 SP

Passive
Effect: Heals 5% of player's HP (Rounded Down) per rank. Can only be used once every 5 turns.
Description: Your familiar instantly heals you. You may only benefit from one Companion Specialization skill at a time.
Prerequisite: Complete the quest <<Searching for a Companion>>

►Companion Specialization: Guardian
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Beginner = Free
  • [Novice] -> Rank 2 - Adroit = 8 SP
  • [Expert] -> Rank 3 - Master = 10 SP

Passive
Effect: Prevent (10 * (Level / 10 [rounded up])) damage from successful attacks against you when fighting with your companion. This does not stack with the Mitigation enhancement.
Description: Your familiar helps defend you from enemy attacks. You may only benefit from one Companion Specialization skill at a time. These bonuses cannot exceed your enhancement cap.
Prerequisite: Complete the quest <<Searching for a Companion>>

►Companion Specialization: Hunter
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Beginner = Free
  • [Novice] -> Rank 2 - Adroit = 8 SP
  • [Expert] -> Rank 3 - Master = 10 SP

Passive
Effect: +5 LD per Rank when searching with your companion. This does not stack with the Loot Die enhancement.
Description: Your familiar helps you look for treasure. For each Skill Level invested, the player gains +5 to their LD. You may only benefit from one Companion Specialization skill at a time. These bonuses cannot exceed your Enhancement cap.
Prerequisite: Complete the quest <<Searching for a Companion>>

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«Perks List»

«Combat Perks»

Spoiler

Black Widow/Lady Killer
Description: You seem to be just that little bit better at eliminating players of the opposite gender.
Effect: Any attacks dealt to opponents of the opposite sex benefit from a +2 to BD, and your you get a base damage multiplier of 10% (Base Weapon Damage * 1.1) - Always Active

Unstoppable
Description: You cannot be stopped in your mission, not even stun rounds and stun grenades and their effects can completely stop you.
Effect: The player cannot be completely immobilized by stun rounds or stun grenades. Players are still unable to attack, but they are able to perform other actions - Always Active

Vampire
Description: The deaths of your opponents serves to keep you alive and fighting for longer.
Effect: The player restores +20% damage dealt as HP when an attack causes a killing blow - Always Active

Hit the Deck
Description: Your natural instincts to drop to the ground when you see a grenade land near you are heightened.
Effect: +2 EVA against throwables - Always Active

Spray and Pray
Description: You just fire your weapon off randomly in the general direction of your enemies, and pray that you hit them.
Effect: The player suffers -2 on their BD, but gets a 30% increase to base damage (Base Weapon Damage * 1.3) - Always Active

Spotter
Description: You see things that other players can't, a shadow out of place, a slight rustle of leaves, shifting sands, movement in the distance, everything you need to kill.
Effect: Grants player +20 LD when searching for enemy players - Always Active

Martyrdom
Description: Even in your death, you refuse to let your enemies win. With this, you get the last laugh.
Effect: Dying causes a grenade explosion which deals explosive damage equal to 50% of the dead player's total HP to everyone within close range of the killed player - Always Active

Second Wind
Description: Even in your death, you refuse to let your enemies win. With this, you get up once again for a second chance
Effect: If the player’s health hits 0 they may revive with 10% of their total health - Always Active
Restriction: This perk can only be used once per thread.

Avenger
Description: There is no way the death of your comrades, your allies, your friends, shall be in vain. You will avenge their deaths. 
Effect: The player gets +1 BD on their next post if a party member has died in the last round of posts - Always Active

Survivor
Description: For better or worse, you are the last one standing out of all of your allies. 
Effect: The player gets +1 BD for the remainder of the battle if they are the last member of their party left alive - Always Active
Restriction: Must have at least one fallen ally in the battle.

Sprinter
Description: You push your body to move harder, faster, and further than any other player.
Effect: Allows the player to move 2 spaces on the battlefield in a single turn rather than 1 if they choose - Post Action
Restriction: Not permitted to attack in the same turn if they move two spaces thanks to this perk

«Weapon Perks»

Spoiler

Quickdraw
Description: As fast as the gunslingers of old, you can quickly fire off your gun faster than your enemies can.
Effect: The first shot against an enemy receives a +1 on the BD - Always Active, See Restriction
Restriction: Can only be used for Pistols on the first shot

Steady Breath
Description: Breathe in, pull the trigger, breathe out.
Effect: The first shot against an enemy receives a +1 on the BD - Always Active, See Restriction
Restriction: Can only be used for Sniper Rifles on the first shot

Grenadier
Description: They say to only pack the essentials. For you the essentials means an extra grenade or two. - Always Active
Effect: Increase total cap on grenades by 2

Sharp Wit
Description: Your wit is about as sharp as your 6 inch blade.
Effect: The first attack against an enemy receives a +1 on the BD - Always Active, See Restriction
Restriction: Can only be used for Melee Weapons

... And Stay Back
Description: You value your personal space, so much that you feel the need to reinforce this quirk with your gun.
Effect: Enemy is knocked back one space on a successful hit - Always Active, See Restriction
Restriction: Can only be used for Shotguns

«Utility Perks»

Spoiler

Mule
Description: You have the strength of a mule, and are able to carry more.
Effect: Increases inventory and magazine capacity by 3 - Always Active

Hunter
Description: You're more proficient in killing creatures, and your proficiency is rewarded.
Effect: Killing a monster results in earning double the number of credits - Always Active

Hitman
Description: You're more proficient in killing your fellow man, and your proficiency is rewarded.
Effect: Killing another player results in earning double the number of credits - Always Active

Mercenary
Description: Taking up jobs is second nature to you, completing them provides a greater reward.
Effect: Rewards earned from completing bounties is doubled - Always Active
Notes: Please alert moderators if you complete a bounty with this perk.

Scrounger
Description: You seem to find exactly what you need after you kill. 
Effect: +5 LD when looting monsters - Always Active

Unaffected
Description: Nothing can affect your aim, not weather or darkness, you always find your shot.
Effect: Not affected by darkness or environmental debuffs - Always Active

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«Enhancements & Attachments List»

«Weapon Technician»

Spoiler

Weapon Attachments available for each weapon type:

  • Pistols: Muzzle, Attachments
  • Revolvers: Attachments
  • SMGs: Optic, Muzzle, Underbarrel, Attachments
  • Shotguns: Optic, Underbarrel
  • Assault Rifles: Optic, Muzzle, Underbarrel, Attachments
  • LMGs: Optic, Muzzle, Underbarrel, Attachments
  • DMRs: Optic, Muzzle, Underbarrel, Attachments
  • Snipers: Optic, Muzzle, Underbarrel, Attachments
     

«Optics»

Spoiler

Limit 1 per weapon

Reflex Sight
Description: A low zoom optic for close to medium range fights
Effect: +1 BD to enemies in Close Range

ACOG Scope
Description: Magnified optic ment for medium to long range engagements
Effect: -1 BD to enemies in Close Range, +1 BD to enemies in Medium and Long Range

Rifle Scope
Description: A highly magnified sight meant only for long range use.
Effect: +2 BD to enemies at Long Range, -2 BD to enemies in all other ranges
Restrictions: Can only be equipped on Sniper Rifles and Designated Marksman Rifles

FLIR
Description: Magnified optic meant for engagements that track heat-signatures
Effect: -2 BD to enemies in Close Range, no penalty for shooting in dark conditions or when a smoke grenade is used.

«Muzzle»

Spoiler

Limit 1 per weapon

Suppressor
Description: Reduces muzzle flash and suppresses sound from gunfire
Effect: -10% to weapon damage, Prevents player from revealing their position when sneaking on an enemy. See stealth rules for more information.

Muzzle Brake
Description: Assisting in countering recoil when firing a gun.
Effect: +1 BD at Close Range. Maximum BD penalty for consecutive shots with automatic weapons is -3 after 3 turns.
Restrictions: Second effect can only take effect on weapons with Full Auto Fire Mode

Heavy Barrel
Description: Increases the distance of your shots.
Effect: +2 BD at Medium and Long Range. Increases your BD penalty for consecutive shots with automatic weapons to -2 per turn, for a maximum of -10 after 5 turns.
Restriction: Cannot be used on pistols or revolvers

«Underbarrel»

Spoiler

Limit 1 per weapon

Vertical Grip
Description: A grip that assists in easily controlling recoil.
Effect: +1 BD at all ranges

Bipod
Description: Allows the user to provide more accurate fire from a stabilized position while prone or from a raised surface.
Effect: +2 BD at Medium and Long Range
Restrictions: Cannot move and fire in the same turn while bipod is attached, can only be equipped on LMGs. DMRs and Sniper Rifles

«Attachments»

Spoiler

Laser Sight
Description: A tool used to enhance the targeting of other weapon systems
Effect: +1 BD at all ranges

Flashlight
Description: A tool used to illuminate objects in darkness.
Effect: No penalty for shooting in dark conditions, -1 BD penalty to opponents BD while in Close Range

Magnifier
Description: Provide users of non-magnifying sights with improved target recognition at medium and long ranges, while still allowing the shooter to make use of their sight for shorter ranges.
Effect: When toggled on, -1 BD to enemies in Close Range, +1 BD to enemies in Medium Range. Does not cost a post action to toggle on or off.
Restriction: Can only be used in conjunction with Reflex Sight

Canted Iron Sights
Description: Provide users of magnifying sights with improved target recognition at close range, while still allowing the shooter to make use of their sight for long ranges.
Effect: +1 BD to enemies in Close Range. Does not cost a post action to toggle on or off.
Restriction: Can only be used in conjunction with Rifle Scope

Extended Magazine
Description: Provide users with slightly more ammunition for their gun
Effect: Increases Magazine Capacity by 50%
Restriction: Cannot be used on revolvers

«Armorsmith»

Spoiler

Accuracy
Cost: 1
Cap: 3
Effect: Adds +1 to the BD, but cannot cause a critical hit if the total BD is in range of a critical hit (Example, 6 + 3 = 9, no crit; 9 + 3 = 12,).
Applicable to: Headgear, Trinket

Keen
Cost: 1
Cap: 3
Effect: On an unsuccessful attack, gain an additional +1 to your BD for each enchantment slot. This bonus does not stack with itself, but does stack with the normal accuracy enchantment, and goes away after landing a successful attack.
Applicable to: Headgear, Trinket

 Ballistic Mitigation
Cost: 1
Cap: 3
Effect: Removes (3 * Player's VIT) points of ballistic damage from every hit to you for every slot used. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage. Does not stack with any other Mitigation Enchantments
Applicable to: Body Armor, Headgear, Trinket

Explosive Mitigation
Cost: 1
Cap: 3
Effect: Removes (5 * Player's VIT) points of explosive damage from every hit to you for every slot used. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage. Does not stack with any other Mitigation Enchantments
Applicable to: Body Armor, Headgear, Trinket

Evasion
Cost: 1
Cap: 3
Effect: Adds +1 EVA for every slot taken.
Applicable to: Body Armor, Leg Gear, Trinket

Skill Rank
Cost: 3
Cap: 1
Effect: Gain +1 Rank to the specified non-combat skill. Cannot boost a skill without ranks, or increase a skill past its maximum rank. Cannot boost a skill the user has not yet learned.
Applicable to: Body Armor, Headgear, Leg Gear, Trinket

Universal Damage
Cost: 1
Cap: 3
Effect: Increases total damage done on all weapons by 10%, increasing in increments of 10% for each slot to a total of a 30% damage increase. So you could use an LMG then switch to a shotgun and the damage boost would still apply. Does not stack with Specialised Damage
Applicable to: Trinket

Specialised Damage
Cost: 3
Cap: 1
Effect: Increases total damage done on weapons in a chosen category by 50%. For example, if you chose SMGs, you would only get the damage boost whenever you used an SMG, but if you switch to say a pistol, the boost would not apply. Does not stack with Universal Damage, and cannot have Specialised Damage apply to more than one weapon category.
Applicable to: Trinket

Quick Reload
Cost: 1
Cap: 3
Effect: Decreases the reload time for your guns from a post action to a free action. ((This can cause a weapon to jam. When taking this action, roll the LD. On A roll of 50 - 100, the quick reload is successful and nothing happens, but on 1 - 49, your gun is jammed, and requires a post action to unjam before continuing to fire. For every slot, your jam chanced is reduced by 10. Where a 1 makes your range 1 - 39, 2 makes it 1 - 29 and 3 makes it just 1 - 19. The jam roll cannot be affected by any bonuses to LD, so it is a straight roll.))
Applicable to: Body Armor, Trinket

Dexterous
Cost: 2
Cap: 1
Effect: Decreases the time it takes for you to switch between weapons from a post action to a free action.
Applicable to: Body Armor, Trinket

Spikes
Cost: 1
Cap: 3
Effect: Deals  X * (5 * Grade Level) damage when Mob/Enemy hits a non-critical melee hit on you, where X is amount of slots used. This ignores damage mitigation.
Applicable to: Body Armor, Headgear, Leg Gear, Trinket

Healing
Cost: 1
Cap: 3
Effect: Heals you for X HP after every successful attack from your opponent. (X = ((Slots * 5) * Grade Level)).
Applicable to: Body Armor, Headgear, Trinket

► Taunt
Cost: 1 
Cap: 1 
Effect: +1 Hate generated from War Cry, and successful attacks.
Applicable to: Leg Gear, Trinkets

► Loot Die
Cost: 1 
Cap: 3 
Effect: Gain +(5 per slot) to the LD.
Applicable to: Leg Gear, Trinkets

► Prosperity
Cost: 1 Slot
Cap: 3 Slot
Effect: Gain +(1 per slot) to the base multiplier when receiving credits from killing an enemy.
Applicable to: Leg Gear, Trinkets

► Ambition
Cost: 3 Slots
Cap: 1 Slot
Effect: Gain +3 bonus crafting EXP for each crafting attempt.
Applicable to: Trinkets

«Techsmith»

Spoiler

► Med-Pack
Cost: 1 Slot
Cap: 3 Slots
Effect: Heals a single target for 100 HP per slot.
Applicable to: Consumable

► Superior Med-Pack
Cost: 3 Slots
Cap: 1 Slots
Effect: Heals a single target for 500 HP.
Applicable to: Consumable

► Mass Med-Pack
Cost: 3 Slots
Cap: 1 Slots
Effect: Heals you and each member of your party for 250 HP.
Applicable to: Consumable

► Stim-Pack
Cost: 3 Slots
Cap: 1 Slot
Effect: Adds +100 to your maximum HP for one thread.
Applicable to: Consumable

Targeting Assistance
Cost: 1 Slot
Cap: 2 Slots
Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.
Applicable to: Consumable

► Armor Plates
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain (25 per slot) ballistic mitigation, reducing damage from successful attacks against you for one thread. Can stack with mitigation enhancements.
Applicable to: Consumable

► Flak Jacket
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain (30 per slot) explosive mitigation, reducing damage from successful attacks against you for one thread. Can stack with mitigation enhancements.
Applicable to: Consumable

Optical Defense Shield
Cost: 1
Cap: 3
Effect: Gain (20 per slot) optical mitigation, reducing damage from successful attacks against you for one thread. Can stack with mitigation enhancements.
Applicable to: Consumable

► Loot Die
Cost: 1 
Cap: 3 
Effect: Gain +(5 per slot) to the LD for one thread.
Applicable to: Consumable

► Prosperity
Cost: 1 Slot
Cap: 3 Slot
Effect: Gain +(1 per slot) to the base multiplier when receiving credits from killing an enemy for one thread.
Applicable to: Consumable

► Ambition
Cost: 3 Slots
Cap: 1 Slot
Effect: Gain +3 bonus crafting EXP for each crafting attempt for one crafting session.
Applicable to: Consumable

► MD Shielding
Cost: 3 Slots
Cap: 1 Slots
Effect: When applied, the next successful attack against you will do no damage. Effect lasts for one thread until successfully hit by an attack.
Applicable to: Consumable

► M67 Fragmentation Grenade
Cost: 1 Slot
Cap: 3 Slots
Effect: Deals (100 * Slots) explosive damage to all enemies in radius.
Radius: 1
Range: 2

Applicable to: Throwable

► AN-M14 Incendiary Grenade
Cost: 1 Slot
Cap: 3 Slots
Effect: Deals (30 * Slots) fire Damage Over Time to all enemies in radius for 3 rounds.
Radius: 3
Range: 2

Applicable to: Throwable

► AN-M18 Smoke Grenade
Cost: 1 Slot
Cap: 3 Slots
Effect: Deals (-2 * Slots) BD to all players in radius for 3 rounds.
Radius: 5
Range: 2

Applicable to: Throwable

► JDM Emergency Flare
Cost: 1 Slot
Cap: 1 Slots
Effect: Use a post action to activate an emergency flare. Teleports the player to SBC Glocken on the next round, and they are removed from the thread.
Radius: 1
Range: 1

Applicable to: Throwable

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«Weapon Technician»

Weapon Technicians create attachments for your weapons, each attachment available is used for different purposes in combat, each offering their own boons and banes for the player. Weapon Technicians can craft different weapon attachments and receive various boons depending on rank:

  • [0-39 EXP] Rank 1 - Beginner Weapon Technician: Optics (Reflex Sight, ACOG Scope, ect). 2 crafts per day.
  • [40-159 EXP] Rank 2 - Apprentice Weapon Technician: Underbarrel (Vertical Grip, Bipod, ect). 4 crafts per day.
  • [160-639 EXP] Rank 3 - Experienced Weapon Technician: Attachments (Laser Sight, Extended Magazine, ect). 6 crafts per day.
  • [640-2559 EXP] Rank 4 - Mentor Weapon Technician: +10 to LD for crafting. 8 crafts per day.
  • [2560+ EXP] Rank 5 - Master Weapon Technician: Muzzle (Suppressor, Muzzle Brake, ect) 10 crafts per day.

«Leveling Up»

Gaining EXP and increasing your Gunsmith Rank increases the number and type of items you can craft each day.

  • Critical Fail & Fail: 1 EXP
  • Salvage: 3 EXP
  • Success8 EXP

«Crafting Die Result Chart»

As your Gunsmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler

Rank 1
[1 - 10] = Critical Fail (Lose materials)
[11 - 40] = Fail (Lose materials)
[41 - 70] = Salvage (Keep materials on TD 11+)
[71 - 100] = Success! (Attachment Crafted)

Rank 2
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 60] = Salvage (Keep materials on TD 11+)
[61 - 100] = Success! (Attachment Crafted)

Rank 3
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 50] = Salvage (Keep materials on TD 11+)
[51 - 100] = Success! (Attachment Crafted)

Rank 4
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvage (Keep materials on TD 10+)
[41 - 100] = Success! (Attachment Crafted)

Rank 5
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvage (Keep materials on TD 10+)
[26 - 100] = Success! (Attachment Crafted)

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«Armorsmith»

Armorsmiths can craft various types of armor and equipment for the player to defend themselves with. Armorsmiths can craft different armor and receive various boons depending on rank:

  • [0-19 EXP] Rank 1 - Makeshift Armorsmith: Can craft Trinkets (Charms, Medallions etc.). 2 crafts per day.
  • [20-39 EXP] Rank 2 - Beginner Armorsmith: 3 crafts per day.
  • [40-79 EXP] Rank 3 - Apprentice Armorsmith: 4 crafts per day.
  • [80-159 EXP] Rank 4 - Experienced Armorsmith: Grants +10 to LD for crafting. 5 crafts per day.
  • [160-319 EXP] Rank  5 - Advanced Armorsmith: Can craft Leg Gear (Kneepads, Pants etc.). 6 crafts per day.
  • [320-539 EXP] Rank 6 - Hardened Armorsmith: 7 crafts per day.
  • [640-1279 EXP] Rank 7 - Mentor Armorsmith: Can craft Headgear (Helmets, Masks, Hoods etc.). 8 crafts per day.
  • [1280-2559 EXP]Rank 8 - High Mentor Armorsmith: 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Armorsmith: Can craft Body Armor (Vest, Chestplates etc.). 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grandmaster Armorsmith: Grants +10 to LD for crafting. 12 crafts per day.

«Leveling Up»

Gaining EXP and increasing your Gunsmith Rank increases the number and type of items you can craft each day.

  • Critical Fail, Fail, and Salvageable Item: 1 EXP
  • <<Specialised>> Item: 3 EXP
  • <<Rare>> 5 EXP
  • <<Exotic>> Item: 8 EXP

«Crafting Die Result Chart»

As your Gunsmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler

Rank 1
[1 - 10] = Critical Fail (Lose materials)
[11 - 40] = Fail (Lose materials)
[41 - 60] = Salvageable (Keep materials on TD 11+)
[71 - 85] = <<Specialised>> item (1 slot)
[86 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 2
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 55] = Salvageable (Keep materials on TD 11+)
[56 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 3
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 50] = Salvageable (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 4
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Fail (Lose materials)
[26 - 50] = Salvageable (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 5
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 50] = Salvageable (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 6
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvageable (Keep materials on TD 11+)
[41 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 7
[1 - 10] = Critical Fail(Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvageable (Keep materials on TD 11+)
[41 - 75] = <<Specialised>> item (1 slot)
[76 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 8
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvageable (Keep materials on TD 11+)
[26 - 75] = <<Specialised>> item (1 slot)
[76 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 9
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvageable (Keep materials on TD 11+)
[26 - 50] = <<Specialised>> item (1 slot)
[51 - 90] = <<Rare>> item (2 slots)
[91 - 100] = <<Exotic>> item (3 slots)

Rank 10
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Salvageable (Keep materials on TD 10+)
[21 - 50] = <<Specialised>> item (1 slot)
[51 - 90] = <<Rare>> item (2 slots)
[91 - 100] = <<Exotic>> item (3 slots)

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«Ammunition Manufacturers»

Ammunition Manufacturers work hand in hand with Gunsmiths. They provide players with magazines and rounds needed to use the guns players wield. Ammunition Manufacturers can craft different types of ammunition and receive various boons depending on rank:

  • [0-39 EXP] Rank 1 - Beginner Ammunition Manufacturer: Standard ammunition for live-ammunition guns and optical guns, from your 9mm to your FN 5.7x28mm to your .357 Magnum and more. 2 crafts per day.
  • [40-159 EXP] Rank 2 - Apprentice Ammunition Manufacturer: Standard ammunition for specialty weapons such as rocket launchers and grenade launchers, from 40x46mm grenades to 40mm warheads.
  • [160-639 EXP] Rank 3 - Experienced Ammunition Manufacturer: Specialized ammunition for live-ammunition guns and optical guns, from stun rounds to incendiary ammo. 6 crafts per day.
  • [640-2559 EXP] Rank 4 - Mentor Ammunition Manufacturer: +10 to LD for crafting. 8 crafts per day.
  • [2560+ EXP] Rank 5 - Master Ammunition Manufacturer: Specialized ammunition for heavier specialty weapons such as flamethrowers and miniguns. 6 crafts per day.

«Leveling Up»

Gaining EXP and increasing your Ammunition Manufacturers Rank increases the number and type of items you can craft each day.

  • Critical Fail & Fail: 1 EXP
  • Salvage: 3 EXP
  • Success8 EXP

«Crafting Die Result Chart»

As your Ammunition Manufacturers rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler

Rank 1
[1 - 10] = Critical Fail (Lose materials)
[11 - 40] = Fail (Lose materials)
[41 - 70] = Salvage (Keep materials on TD 11+)
[71 - 100] = Success! (Attachment Crafted)

Rank 2
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 60] = Salvage (Keep materials on TD 11+)
[61 - 100] = Success! (Attachment Crafted)

Rank 3
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 50] = Salvage (Keep materials on TD 11+)
[51 - 100] = Success! (Attachment Crafted)

Rank 4
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvage (Keep materials on TD 10+)
[41 - 100] = Success! (Attachment Crafted)

Rank 5
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvage (Keep materials on TD 10+)
[26 - 100] = Success! (Attachment Crafted)

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«Techsmith»

Techsmiths can craft various types of consumables for the player to use. Techsmiths can craft different consumables and receive various boons depending on rank:

  • [0-39 EXP] Rank 1 - Beginner Techsmith: Can craft Consumables. 2 crafts per day.
  • [40-159 EXP] Rank 2 - Apprentice Techsmith: 4 crafts per day.
  • [160-639 EXP] Rank 3 - Experienced Techsmith: Can craft Throwables. 6 crafts per day.
  • [640-2559 EXP] Rank 4 - Mentor Techsmith: +10 to LD for crafting. 8 crafts per day.
  • [2560+ EXP] Rank 5 - Master Techsmith: Can craft Weapon Modification Kits. 10 crafts per day.

«Leveling Up»

Gaining EXP and increasing your Techsmith Rank increases the number and type of items you can craft each day.

  • Critical Fail, Fail, and Salvageable Item: 1 EXP
  • <<Specialised>> Item: 3 EXP
  • <<Rare>> 5 EXP
  • <<Exotic>> Item: 8 EXP

«Crafting Die Result Chart»

As your Techsmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler

Rank 1
[1 - 10] = Critical Fail (Lose materials)
[11 - 40] = Fail (Lose materials)
[41 - 60] = Salvage (Keep materials on TD 11+)
[71 - 85] = <<Specialised>> item (1 slot)
[86 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 2
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 50] = Salvage (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 3
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 50] = Salvage (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 4
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvage (Keep materials on TD 11+)
[41 - 75] = <<Specialised>> item (1 slot)
[76 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 5
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvage (Keep materials on TD 11+)
[26 - 50] = <<Specialised>> item (1 slot)
[51 - 90] = <<Rare>> item (2 slots)
[91 - 100] = <<Exotic>> item (3 slots)

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«Appraiser»

Appraisers offer a stock of basic items, have the ability to identify weapons and equipment found, and can sell unwanted junk items. The items they can sell from their general stock and the tiers of items they can identify vary depending on their rank:

  • [0-39 EXP] Rank 1 - Sidestreet Dealer: Can sell general stock. 2 identifications per day.
  • [40-159 EXP] Rank 2 - Cornerstore Trader: Can sell off junk items. 4 identifications per day.
  • [160-639 EXP] Rank 3 - Business Retailer: Can identify items and weapons. 6 identifications per day.
  • [640-2559 EXP] Rank 4 - Black Market Seller: +10 to LD for identifying. 8 identifications per day.
  • [2560+ EXP] Rank 5 - Grand Master Appraiser: 10 identifications per day.

«Leveling Up»

Gaining EXP and increasing your Appraiser Rank adds to the general stock items you can sell and increases the number of times you can identify each day.

  • Each item sold from general stock: +3 EXP
  • Each item junk sold: +1 EXP.
  • Each item identified: +5 EXP

«General Stock»

Rank 1

Spoiler
  • Equipment Dye (100 Credits)
    • Item Type: Vanity Consumable
    • Effect: A basic item used to dye your weapons and equipment a specific colour or pattern
       
  • Small Field Rations (300 Credits)
    • Item Type: Consumable
    • Effect: Grants +40 to max HP. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations of any variety at a time.
       
  • Minor Reflective Shielding (500 Credits)
    • Item Type: Consumable
    • Effect: When used, successful non-critical attacks against you deal 10 unmitigated damage to the attacking enemy. Effect lasts for one thread.
       
  • JDM Emergency Flare (10,000 Credits)
    • Item Type: Throwable
    • Effect: Use a post action to activate a Signal Flare. Teleports the player to the town or designated teleportation area they specify.
       
  • Tactical Vest (10,000 Credits)
    • Item Type: Unique Item
    • Effect: Adds +1 to Battle Ready inventory. This item does not take up a Battle Ready inventory slot. A player may only have one Tactical Vest at any time.

Rank 2

Spoiler
  • Crowbar (500 Credits)
    • Effect: A single-use item that grants +5 LD when opening a Crate.
       
  • Standard Field Rations (600 Credits)
    • Item Type: Consumable
    • Effect: Grants +80 to max HP. Must be level 25+ to use. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations of any variety at a time.
       
  • Improved Reflective Shielding (1,000 Credits)
    • Item Type: Consumable
    • Effect: When used, successful non-critical attacks against you deal 20 unmitigated damage to the attacking enemy. Must be level 25+ to use. Effect lasts for one thread.
       
  • Custom Ambition Tool (10,000 Credits)
    • Item Type: Tool
    • Effect: Gain +1 bonus crafting EXP for each crafting attempt.

Rank 3

Spoiler
  • Skeleton Key (1,000 Credits)
    • Effect: A single-use item that grants +10 LD when opening a Crate.
       
  • Bountiful Field Rations (1,200 Credits)
    • Item Type: Consumable
    • Effect: Grants +120 to max HP. Must be level 50+ to use. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations at a time.
       
  • Superior Reflective Shielding (2,000 Credits)
    • Item Type: Consumable
    • Effect: When used, successful non-critical attacks against you deal 30 unmitigated damage to the attacking enemy. Must be level 50+ to use. Effect lasts for one thread.

Rank 5

Spoiler
  • <<Standard>> Crafting Material (500 Credits)
    • Item Type: Crafting material
    • Effect: Basic materials for use with any profession.
       
  • <<Specialised>> Crafting Material (1,000 Credits)
    • Item Type: Crafting material
    • Effect: Above average materials for use with any profession.
       
  • <<Rare>> Crafting Material (2,000 Credits)
    • Item Type: Crafting material
    • Effect: Excellent materials for use with any profession.
       
  • <<Exotic>> Crafting Material (5,000 Credits)
    • Item Type: Crafting material
    • Effect: Top quality materials for use with any profession.

«Junk Sale»

Appraisers may sell off items of Uncommon or higher quality for credits. Items sold this way are effectively destroyed. The credits listed beside the item quality below is the amount the Appraiser receives for selling off the item. Typically, the Appraiser will pass on a portion of the credits received to a player that offers their items for junk sale, keeping the difference as their profit.

Junk Sale Prices

Spoiler

Weapons:

  • <<Specialised>> (200 Credits)
  • <<Rare>> (400 Credits)
  • <<Exotic>> (800 Credits)

Equipment:

  • <<Specialised>> (100 Credits)
  • <<Rare>> (200 Credits)
  • <<Exotic>> (400 Credits)

Consumables:

  • <<Specialised>> (50 Credits)
  • <<Rare>> (100 Credits)
  • <<Exotic>> (200 Credits)

«Identifying Items»

Appraisers are able to identify items that are dropped from monsters and found in crates that have the <<Unidentified>> tag. The process of identification determines which what kind of items are found, and any enhancements those items possess. To identify an item, the Appraiser spends a set amount of credits depending on the type and rarity of the item. Credits used in the identification process is effectively destroyed, much like when an item is junk sold. When the credit cost is paid, the Appraisers rolls for either the item, or for each unidentified slot on the item, one at a time.

Spoiler

Weapons:

  • <<Specialised>> (2,000 Credits)
  • <<Rare>> (5,000 Credits)
  • <<Exotic>> (10,000 Credits)

Equipment:

  • <<Specialised>> (1,000 Credits)
  • <<Rare>> (2,500 Credits)
  • <<Exotic>> (5,000 Credits)

Consumables:

  • <<Specialised>> (500 Credits)
  • <<Rare>> (1,250 Credits)
  • <<Exotic>> (2,500 Credits)

The rarity of the item determines how many potential enhancements can be identified, just as regular item rarity functions:

  • <<Specialised>>: 1 slot
  • <<Rare>>: 2 slots
  • <<Exotic>>: 3 slots

In the event that an identified enhancement would result in an illegal item (following normal enhancement rules), the Appraiser should re-roll the TD and make note of all rolls when submitting the item for evaluation.

Weapon Identification Technical Die Result Chart

Spoiler
  • [1-2] = Pistol
  • [3-4] = Revolver
  • [5-6] = Submachine Gun (SMG)
  • [7-8] = Shotgun
  • [9] = Assault Rifle (AR)
  • [10] = Designated Marksman Rifle (DMR)
  • [11] = Sniper Rifle
  • [12] = Light Machine Gun (LMG)

Regular Enhancement Technical Die Result Chart

Spoiler
  • Armor (Headgear)
    • [1-2] = Accuracy
    • [3-4] = Keen
    • [5-6] = Mitigation
    • [7-8] = Healing
    • [9-10] = Spikes
    • [11-12] = Skill Rank
       
  • Armor (Body Armor)
    • [1-2] = Mitigation
    • [3-4] = Evasion
    • [5-6] = Spikes
    • [7-8] = Quick Reload
    • [9-10] = Dextorous
    • [11] = Healing
    • [12] = Skill Rank
       
  • Armor (Leg Gear)
    • [1-2] = Evasion
    • [3-4] = Spikes
    • [5-6] = Taung
    • [7-8] = Loot Die
    • [9-10] = Prosperity
    • [11-12] = Skill Rank
    •  
  • Armor (Trinket)
    • [1] = Accuracy
    • [2] = Keen
    • [3] = Mitigation
    • [4] = Evasion
    • [5] = Quick Reload
    • [6] = Dexterous 
    • [7] = Spikes
    • [8] = Healing
    • [9] = Taunt
    • [10] = Loot Die
    • [11] = Prosperity
    • [12] = Roll again for:
      • [1-3] = Ambition
      • [4-6] = Universal Damage
      • [7-9] = Specialized Damage
      • [10-12] = Skill Rank
         
  • Consumable*
    • [1-2] = Med-Pack
    • [3-4] = Superior Med-Pack
    • [5] = Mass Med-Pack
    • [6] = Stim-Pack
    • [7] = Targetting Assistance
    • [8] = Armor Plates
    • [9] = Loot Die
    • [10] = Prosperity
    • [11] = Ambition
    • [12] = MD Shielding
       
  • Throwable*
    • [1-3] = M67 Fragmentation Grenade
    • [4-6] = AN-M14 Incendiary Grenade
    • [7-9] = AN-M18 Smoke Grenade
    • [10-12] = JDM Emergency Flare

*When identifying consumables, apply the enhancement from the first roll up to the cap or the item's enhancement limit (whichever comes first). If any slots are left over, roll a second time. (Ex. When identifying an Exotic Throwable, roll a 19 TD and get a JDM Emergency Flare. When identifying an Exotic Consumable, roll a 7 TD and apply +2 ACC (2 slots). Then roll again for a 10 TD and apply +1 Prosperity.)

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«Gunsmith»

Gunsmiths are the blood and soul of GGO, crafting all the ballistics that are used to kill, steal, and fight. They provide players with various types of guns to suit player’s needs. Gunsmiths can craft different weapons and receive various boons depending on rank:

  • [0-19 EXP] Rank 1 - Makeshift Gunsmith: Pistols (Glock 19, Desert Eagle, FN Five Seven, ect) Low-moderate damage, high fire rate, low requirements, low clip ammo, low-moderate range, very light weight, moderate accuracy. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Beginner Gunsmith: Revolvers (Model 6 Unica, MP-412 REX, ect) High damage, low fire rate, average requirements, low clip ammo, moderate range, light weight, moderate accuracy. 3 crafts per day.
  • [40-79 EXP] Rank 3 - Apprentice Gunsmith: Submachine Guns (MP5, Tommy Gun, Uzi ect) Low Damage, Very high fire rate, low-moderate requirements, moderate clip ammo, moderate range, light weight, low accuracy. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Experienced Gunsmith: Grants +10 to LD for crafting. 5 crafts per day.
  • [160-319 EXP] Rank  5 - Advanced Gunsmith: Marksman Rifles (M14 Carbine, FN FAL, M16, ect) High damage, Average fire rate, Moderate requirements, moderate clip size, long range, moderate weight high accuracy. 6 crafts per day.
  • [320-539 EXP] Rank 6 - Hardened Gunsmith: Shotguns (AA-12, UTAS UTS-15, Mossberg 500, ect) Very high damage, low fire rate, high requirements, low clip size, low range, light to moderate weight, very low accuracy. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - Mentor Gunsmith: Assault Rifle (M4A1, AK-47, Galil, ect) Low-moderate damage, high fire rate, moderate requirements, moderate clip size, moderate range, moderate weight, moderate accuracy. 8 crafts per day.
  • [1280-2559 EXP]Rank 8 - High Mentor Gunsmith: Sniper (Arctic Warfare, Desert Tech SRS, WA 2000, ect) High-Very high damage, low fire rate, high-very high requirements, small clip size, very high range, moderate weight, very high accuracy. 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Gunsmith: Grants +10 to LD for crafting. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grandmaster Gunsmith: Light Machine Gun (MG42, M60, Bren Gun, ect) High damage, high fire rate, Very high requirements, high clip size, moderate range, very heavy, very low accuracy. (3 Mat Craft cost) 12 crafts per day.

«Leveling Up»

Gaining EXP and increasing your Gunsmith Rank increases the number and type of items you can craft each day.

  • Critical Fail, Fail, and Salvageable Item: 1 EXP
  • <<Standard>> Item: 2 EXP
  • <<Specialised>> Item: 3 EXP
  • <<Rare>> 5 EXP
  • <<Exotic>> Item: 8 EXP

«Crafting Die Result Chart»

As your Gunsmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

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Rank 1
[1 - 10] = Critical Fail (Lose materials)
[11 - 40] = Fail (Lose materials)
[41 - 70] = Salvageable (Keep materials on TD 11+)
[71 - 85] = <<Specialised>> item (1 slot)
[86 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 2
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 55] = Salvageable (Keep materials on TD 11+)
[56 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 3
[1 - 10] = Critical Fail (Lose materials)
[11 - 30] = Fail (Lose materials)
[31 - 50] = Salvageable (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 4
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Fail (Lose materials)
[26 - 50] = Salvageable (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 5
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 50] = Salvageable (Keep materials on TD 11+)
[51 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 6
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvageable (Keep materials on TD 11+)
[41 - 80] = <<Specialised>> item (1 slot)
[81 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 7
[1 - 10] = Critical Fail(Lose materials)
[11 - 20] = Fail (Lose materials)
[21 - 40] = Salvageable (Keep materials on TD 11+)
[41 - 75] = <<Specialised>> item (1 slot)
[76 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 8
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvageable (Keep materials on TD 11+)
[26 - 75] = <<Specialised>> item (1 slot)
[76 - 95] = <<Rare>> item (2 slots)
[96 - 100] = <<Exotic>> item (3 slots)

Rank 9
[1 - 10] = Critical Fail (Lose materials)
[11 - 25] = Salvageable (Keep materials on TD 11+)
[26 - 50] = <<Specialised>> item (1 slot)
[51 - 90] = <<Rare>> item (2 slots)
[91 - 100] = <<Exotic>> item (3 slots)

Rank 10
[1 - 10] = Critical Fail (Lose materials)
[11 - 20] = Salvageable (Keep materials on TD 10+)
[21 - 50] = <<Specialised>> item (1 slot)
[51 - 90] = <<Rare>> item (2 slots)
[91 - 100] = <<Exotic>> item (3 slots)

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«FAQ»

Q: What are the limits in terms of enhancements/attachments?

  Quote

Bonuses to BD and EVA cap at +6. The bonuses cannot exceed +6 across any and all skills, perks, weapon range bonuses, enhancements and attachments.

Q: What about canon events/characters?

  Quote

Alright, GGO-RPG works in an alternate universe where the characters that we see in the show and manga (Kirito, Asuna, Sinon, LLENN etc.) do not exist. However, characters that were in SAO in SAO-RPG exist and are assumed to have survived the whole ordeal. However, this does mean that to prevent any questions, grievances and conflicts with SAO-RPG canon, we need to impose some limits.

These limits are mainly in regards to specific events and times within SAO-RPG. We ask that you keep any sort of referencing to SAO-RPG events like boss battles or holiday events to a minimum, and be ambiguous, especially in regards as to when that happened. We also ask that players do not write when SAO in SAO-RPG was beaten, because that hasn't happened yet, and likely won't happy for a while.

In regards to characters, your characters may not know any show/manga characters because they don't exist. And if you try to be clever and make carbon copies of canon characters then your application will be rejected. Don't try to cheat the system.

Q: Are we allowed to have kemonomimi/furry/faunus characters?

  Quote

Oh boy.

Before anything else, I think it is best that we set a definition for these kinds of characters. We will be referring to these kinds of characters as kemonomimi. There are several varying definitions of kemonomimi, and I'm quite sure everyone has their own definitions and will be screeching at the staff that their definition is correct. However, within the realm of GGO-RPG, a kemonomimi is a character that appears to be human, with the addition of certain characteristics, typically animal-like in nature. Examples include characters having cat ears, fox tails, bull horns, wolf fangs, dog eyes etc.. Kemonomimi usually also display certain animal characteristics related to their animal trait.

A good example of characters who are like kemonomimi are faunus characters from the anime 'animated web-series' RWBY by Rooster Teeth (check it out, its a pretty good show) In the show, faunus are like humans but they all display one animal trait, such as panther claws, scorpion tails, cat ears, chameleon colour-changing and more.

Back to how we will handle characters like these. We will allow kemonomimi characters. However, you are asked to include your animal feature in your description and your profile picture. We are imposing a limit of one animal trait for each character, and the staff reserve the right to deny any animalistic traits that your character may have. Your animal appendages will not affect you mechanically, as in you will not be hindered or buffed in any way by having these appendages, and these appendages are purely for the sake of role-play. Do not abuse this privilege otherwise we will be a lot harsher in our rulings.

Q: What is "too much" in regards to role-playing characters?

  Quote

*takes a drink*

Ok.

Lets establish first and foremost, and the final ruling in regards to stuff like this. Everything will be decided on a case-by-case basis. So something that we may accept in one instance may be rejected/removed in another instance. That is final.

Firstly, there is a difference between a character's personality and a character's actions. Lets take for example a character who is 'perverted'. If the player writes in their journal that their character is known to be perverted, then that isn't much of an issue. But when it comes to role-playing, then the staff will be keeping an eye on you.

We will not be swinging the ban-hammer on characters who may make a perverted/sex joke, or flirt with another character. However, the second that we detect that a character's actions seem to be malicious or deviant in the slightest way, or start moving towards sexual assault in role-play, we will immediately shut that down. 

Remember what I said at the very beginning about how everything will be decided on a case-by-case basis? I say this because people have different morales, standards, and stances on matters like this. Some may be fine with it whereas others have zero tolerance on the topic. Both of this is fine. As such, we cannot set a 'standard', 'benchmark' or 'limit' in regards to how much is too much that everyone can agree on. So we decide each case as it comes up. We also encourage you the users to bring up anything that goes against this to the attention of the staff immediately, and leave it at that. Do not let it spiral out of control. Tell a staff member and leave it at that.

If you are still interested in doing more NSFW role-play, then you are more than welcome to take your age 21+ characters to the Unrestricted Chat Filter section. However, staff still have the right to shut down anything that we are not fine with, once again on a case-by-case basis.

So in summary, if you somehow missed that, or skipped everything I just wrote to read the end, EVERYTHING will be decided on a case-by-case basis.

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