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# In-Game currency = Z (*pronounced zee*)
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Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
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- Currency references what MP it would be worth if it was used normally
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AMMUNITION
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Firearms are an integral part of this game and consume ALOT of ammunition to use properly. From bows to guns, from standard bullets to explosive, different weapons have different ammo needs.
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Ammo is labeled generically. A weapon that does 2DMG will simply have 2DMG ammo, for the sake of simplicity. There are different subtypes:
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BASIC ammo is used across almost every projectile
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PIERCE is used for weapons designed to hit multiple targets in a line
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SPREAD is used when your weapon shoots shrapnel at people in a line
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EXPLOSIVE is when the weapon is expected to go BOOM on impact
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ARMOR
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A simple armor plate holder (military grade) is what most people here will use. The holder itself is relatively cheap, but the armor plates it holds may not be.
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One Armor Plate per holder
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Armor plates can absorb 2 non-Magic non-Pierce DMG before breaking
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Replacing a plate during combat is an ITEM Action
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If you are HIT by PIERCE weapons, the PIERCE rating is reduced by 1
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GRENADES
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These throwable explosives are a great way to take down multiple people in one fell swoop. Best of all, despite technically being a weapon, you use them with your ITEM Action!
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All characters in a 2x2 grid of your choosing will be dealt 3DMG on a HIT
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This uses your FIGHT, SHOOT, or STEALTH to determine HIT/MATCH/MISS
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Banded Ring
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A magically infused ring available in 12 different colors
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Wearer becomes immune to one STATUS
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STATUS immunity matches color of ring / magic
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## Weapons average 10z x base DMG *when bought from shop*
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- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
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- Selling to shop divides sale price by base DMG
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## Potions average 50z per size, regardless of the type
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- SML potions = 25z, MED potions = 50z, LRG potions = 75z
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- Selling to shop reduces price by 1/2
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# Banded Ring
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## A magically infused ring available in 12 different colors
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- *Wearer becomes immune to one STATUS*
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- *STATUS immunity matches color of ring / magic*
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# Mana Shield
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Mana Shield
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A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
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- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
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Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
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## HP Potions (clear liquid)
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- SML heals 5HP
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- MED heals 10HP
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- LRG heals 15HP
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HP Potions (clear liquid)
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SML heals 5HP
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MED heals 10HP
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LRG heals 15HP
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## MP Potions (pearlescent)
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- SML recovers 5MP
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- MED recovers 10MP
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- LRG recovers 15MP
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MP Potions (pearlescent)
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SML recovers 5MP
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MED recovers 10MP
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LRG recovers 15MP
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## Element potions (misc color)
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- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
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- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
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- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
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WEAPONS
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Weapons do anywhere from 1-5 DMG
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- Weapons can be IMPROVED to gain +1 DMG
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DUAL-WEILD
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- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
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- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
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FLEXIBLE
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- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
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REACH
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- These weapons have the option to attack one zone away as a one-handed weapon
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RELOAD
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- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
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THROWABLE
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- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
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- Can only be thrown into one ZONE away
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TWO-HANDED
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- Can only use one at a time and must hold it in both hands
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## 1DMG
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Chains (dual-weild, reach)
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Daggers (throwable, dual-weild)
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Rocks (throwable)
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Slingshot (SHOOT, reload)
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Metal Pipe (dual-weild)
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Baseball Bat (dual-weild)
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## 2DMG
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Gauntlets (Dual-Weild)
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Handaxes (throwable, dual-weild)
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Swords (dual-weild)
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Basic pistols (dual-weild)
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Light crossbows (reload)
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Whips (Reach)
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Polearms (reach) (flexible)
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## 3DMG
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Long swords (two-handed)
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Shotguns (two-handed, reload)
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Long bows (reload, two-handed)
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## 4DMG
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**Broadswords** (two-handed)
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**Grenade launcher** (two-handed, reload)
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**Heavy crossbow** (two-handed, reload)
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## 5DMG
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**Rocket launcher** (two-handed)
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**Zanbatou** (two handed)
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Elemental (color) potions (misc color)
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SML deals 1 DMG + STATUS when thrown
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- Reduces (color) DMG by 1 for 3 rounds + removes STATUS when drank
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MED deals 3 DMG + STATUS when thrown
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- Reduces (color) DMG by 2 for 3 rounds + removes STATUS when drank
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LRG deals 5 DMG + STATUS when thrown
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- Reduces (color) DMG by 3 for 3 rounds + removes STATUS when drank
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WAR BANNERS
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An unusual item composed of thread interwoven with raw MANA, this item is used to give a small boost to one skill score and help make the difference in battle.
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It is a one-time-use ITEM that is placed on the BATTLEZONE, and when you do so, you choose a grid of four ZONES in a 2x2 formation. While in these ZONES, one SKILL is given a +1 for three rounds, so long as it does not cause that SKILL to exceed a total of +5.
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After those three rounds, the banner is destroyed.
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Banner of Courage
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+1 to all FIGHT rolls
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Banner of Precision
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+1 to all SHOOT rolls
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Banner of Acrobatics
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+1 to all ATHLETICS rolls
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Banner of Mysticism
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+1 to all ACADEMICS rolls
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