The Equipment Guide

Equipment may consist of anything of importance that a character carries around on his person. Items range from weapons and armor, to shields, jewelry and runes, as well as things like gadgets, even bags and clothing, and pretty much anything else that you can think of. Items are listed on the character page and given names, descriptions, and other special attributes.

Equipment Naming

Every item should have a unique name, even if it is generic. The most general would be something like “Darrel’s Longsword” but many players love to come up with much more intricate names that give away a bit of the item’s individuality or begin to tell its story. Even when you buy an item, like a longsword, from the market, you should re-name it to something unique and give that new name when making your purchase on the forums.

Equipment Descriptions

Like the name, an item should be described in some sort of unique way. The description gives a little insight in how your character obtained it. Maybe he found it in the forest and polished it up. Maybe he asked the blacksmith for some time with the forge and made the item himself.

If you are just buying something from the market, it is a little harder to make a unique description, as it has no past or anything unique about it. However, some players have managed to come up with some interesting new descriptions for things that might seem mundane in the eyes of someone who is not trying to find anything unique.

Equipment Attributes

These include things like the type and class of armors, relics, and weapons, as well as the names of enhancements that can put on equipment. Equipment Attributes are listed in parenthesis at the end of an equipment's description. Most of them will just declare the "Type" and "Class" of the item and some may show a special "Notes" section as well.

Many items will have uses in or out of battle that are not enhancements listed in the market that you came up with on your own. Maybe your armor pulses with light when you are near another fire-user or maybe your weapon grants you a bonus once per battle after it tastes blood.

These unique enhancements will not be listed in the Equipment Attributes section and are only seen in the description. The following list covers some common note section attributes.

Essential Equipment

What is Essential Equipment (EE)? It is any of the following: a piece or suit of armor, a relic, or a weapon. EE gear is the only equipment type to carry a "quality" level.

One of the first things most new characters strive to obtain is their first piece of Essential Equipment. All three types of Essential Equipment have quality levels that determine the amount of extra potential the equipment grants the wielder. The following list explains each tier of essential equipment quality upgrades.

Starter Quality

  • Common - Almost all newly created or market purchased armors, relics, and weapons start out as Common quality. Common quality provides minor improvements over not having any equipment at all.

Upgradeable Quality

  • Noteworthy - The first upgrade tier for Essential Equipment places it into the Noteworthy quality category. Noteworthy quality provides a significant improvement over base-level equipment of Common gear.

  • Remarkable - The second upgrade tier for Essential Equipment places them into the Remarkable category. Remarkable quality provides an even better improvement over base-level equipment of Common gear.

  • Exceptional - The third upgrade tier for Essential Equipment places them into the Exceptional category. Exceptional quality is the first major jump over the previous quality tears. It is tremendously better than Common gear.

  • Unprecedented - The fourth upgrade tier for Essential Equipment places them into the Unprecedented category. Unprecedented quality is an enormous leap from previous quality tiers. It is far beyond the quality of Common gear.

  • Ascended - The fifth upgrade tier for Essential Equipment places them into the Ascended category. Ascended quality is a colossal leap from previous quality tiers. It is far beyond the quality of common gear. It is usually very expensive to upgrade equipment to this tier, as it places it into the same level of quality as Legendary equipment.

Raid-Only Quality

  • Legendary - The fifth and final quality tier for Essential Equipment places them into the Legendary category. Legendary quality is the final and best jump from previous quality tiers. It is worlds beyond the quality of Common gear. Legendary equipment cannot be purchased from a market vendor or found lying around in the world. It is only attainable by completing raids.

Types of Equipment

There are many different types of items or possessions a character may have. The following is a list of most of (if not all) of these different types of possessions a character may have. Every character possession must fall into one of the following categories or otherwise be approved by an administrator.

  • Accessories - These items are one of the most common possessions that a character might have. Accessories could include jewelry of all types, small objects a character might carry. Some accessories might give a character a bonus in battle or a capability to use offensively or defensively, but most are rather mundane and serve strictly role-playing benefits.

    • Characters may have up to three different accessories at a time.

  • Armor - Cloth, Light, Racial, Medium, and Heavy armors all fall into this category. This is often thought of as an entire outfit or suit. See the section titled Armor Classes for further details.

    • Characters may only have one suit of armor equipped at a time.

  • Clothing - One of the most basic possessions a character may have, yet many do not have them listed. In reality all characters have some form of clothing on, but some characters have particular articles of clothing that may be special to them. Like most other types of items, clothing is capable of being enchanted as well.

    • Characters may have up to three articles of clothing at a time. For example, you could count a vest as one piece, pants as another, or put it all as one item and describe as such. This is totally up to the player.

  • Companion - A companion is basically a pet that a character may capture or purchase and keep. Companions typically do not provide any added benefits beyond flavoring up a role playing session. (See the Companion Guide located in the game rules index for further details.) Companions are not to be confused with "Mounts" which are similar to companions.

    • Characters may only have a single companion at a time.

  • Gadgets - These are mechanical or electronic devices that can be used in and out of combat. These gizmo's usually provide an active component that can be used to produce a desired effect upon command. With the near extinction of technology due to the time shifts (The Undoing) the only way to obtain such items is by buying them from a Scientist.

    • Characters may have up to three separate gadgets at a time.

  • Mount - Very similar to a companion, a mount is a companion that a character is capable of riding. The same rules for companions apply to mounts as well. Characters may have both a companion and a mount. Mounts may be used in combat, but only for the character to ride into battle upon. A mount should provide no real advantage to the character during a battle. Some characters may have abilities or items that are only usable while mounted, this is acceptable. Characters may only have a single mount at a time.

    • Characters may only have a single mount at a time.

  • Relic - A magical relic enhances a characters ability to cast magical spells and use the magical forces of Solaris. Relics come in all shapes and sizes. They can be worn as jewelry or wielded like a weapon. The choice is up to the player.

    • Characters may only have a single magical relic at a time.

  • Shield - A shield is something that can be held in one hand or strapped to the arm of a character and is used to deflect blows. A shield's description needs to be very detailed about the size and shape. Shields may be used as improvised weapons.

    • Characters may only have a single shield-type item at a time.

  • Weapon - Light, Ranged, Racial, Medium, and Heavy weapons all fall into this category. See the section titled Weapon Classes for further details.

    • Characters should typically only have one or two weapons at a time. Some may have a two weapons they are capable of using at once, if they have the proper skills and abilities to wield them together.

Classes of Armor

Many characters get armor pretty early on. Even those who aren’t using it as a tool for battle still like to have a unique look. The variety of armor is just as vast as the variety of weaponry; it is all just a matter of one’s own creativity.

Armors range from the simple arcane robe of a caster to the powerful and intimidating plate armor that covers all of a character except a small slit for the eyes. Like all items, armors should have a unique name, description, and will have a special attributes section.

The following is a list of all armor classes. This list is occasionally updated with new classes. All descriptions are written to give players a general idea of the armor class but sometimes custom armors that aren't specifically mentioned may be placed by the administration into a certain class group at their discretion.

  • Cloth Armors - This armor group (not to be confused with "Clothing" items) includes anything made of cloth, linen, cotton, silk, and so on. It can be used for shrouds, robes, shirts, hoods, and pretty much anything else out there. While not very physically strong, cloth armor is more agreeable for a craftsman to imbue with protection against force attacks. Keep in mind that a character can only have one piece of armor, but he may have a cloth garment that goes over his plate-mail for decoration or the like. This garment can be listed as a separate item (especially if it has some sort of special quality).

  • Light Armors - This armor group consists mainly of animal hides but can even contain some very heavy robes and shrouds, if they are constructed in a way to make them more physically tough. Also, it would not be the first time if one with nature were to craft light armor out of vines and tree bark.

  • Racial Armors - Some character races, like Beastkin and Eatherling for example, may have shells, scales, and tough hides that could be considered armors in their own right. Racial armors are to be listed just like any other item on a character, but classed as "Racial" in their attributes. Racial armors do not count against a characters total item capacity.

  • Medium Armors - This armor group consists of chain mail, certain types of scale armors (like dragonhide), and partial armors, like breastplates and the like. Sometimes having an incomplete set of heavy armor might constitute as being medium armor. Often times, medium armor can come in several pieces, such as a chest piece, gauntlets, and plated boots. These can be listed as one item or can be listed individually, noting that each piece is a part of the main armor. Only the main armor item will have the defense values of the armor as a whole.

  • Heavy Armors - This group consists of plate armors and the like that cover a character from head to toe, usually including a helmet. Like medium armor, this armor can be listed all as one item or can be listed separately, noting that each piece is part of the main armor. It would be very unlikely certain caster classes would ever choose this type of armor because it is just so heavy.

Classes of Weapons

One of the first things most new melee-type characters go after is their first weapon. Weapons consist of pretty much anything the player can possibly imagine for their character. Your first weapon will likely be relatively mundane, but as your level, power, and influence improves, so will your weapons.

Weapons range from melee weapons that are bladed (axes and daggers) or blunt (hammers and maces) to ranged weapons (bows and crossbows) and even weapons that are specifically designed to be thrown. Like all other items in the game, weapons should have a unique name, description, and will have a special attributes section.

The following is a list of all weapon classes. This list is occasionally updated with new classes. All descriptions are written to give players a general idea of the weapon class but sometimes custom weapons that aren't specifically mentioned may be placed by the administration into a certain class group at their discretion.

  • Light Weapons - This weapon group consists of small, hand-held weapons, such as daggers, knives, and very short swords. Light weapons are very portable and easily concealable, even under thin layers of clothing. Many classes are able to wield light weapons making them rather versatile and common. The perks of having light weapons are dual wielding, throwing, or even drawing them and using them all in the same turn. Larger weapons (medium and heavy) cannot be drawn and used in the same turn. Keep in mind that being able to throw a weapon does not make it ranged, as ranged weapons in a separate group altogether.

  • Fist Weapons - This weapon group consists of bodily weapons such as gloves, brass knuckles, gauntlets, etc. Some characters choose hand-to-hand combat, and fist weapons are perfect for them. Fist weapons apply damage to all unarmed attacks (but not attacks made with improvised weapons). The perk of using a fist weapon is the inability to be disarmed during combat.

  • Ranged Weapons - This weapon group consists of bows and crossbows or anything that fires some sort of ammunition. While they are only as potent as light weapons, the ability for a character to deal damage while out of harm’s way makes it a popular choice among many characters. A character with a ranged weapon is considered to be carrying come sort of quiver or equivalent that contains mundane ammo and is assumed to have enough for a battle and never run out. Characters that specialize in ranged combat may get an item that is a more elaborate quiver or some kind of special ammo.

  • Racial Weapons - Some character races, like Beastkin for example, may have claws, talons, teeth, and tails which could be considered as weapons in their own right. Racial weapons may be considered single or double weapons, as most characters have two hands, they would also have two sets of claws or talons. Racial weapons are to be listed just like any other item on a character, but classed as "Racial" in it's attributes. Racial weapons do not count against a characters total item capacity.

  • Medium Weapons - This weapon group consists of one-handed martial weapons, like swords, axes, maces, and so on. These are oftentimes a favored tool for one who uses a main weapon and shield or a main weapon and parrying dagger. There are a few weapons, such as spears that, while usually two-handed, are considered medium weapons due to their lighter weight. The perks of having medium weapons are dual wielding and the ability to equip a shield.

  • Heavy Weapons - This weapon group consists of any large weapon that would require two hands to use. It includes massive swords, clubs, mauls, hammers, and great axes as well as many others. Heavy weapons are usually described as over-sized versions of their medium brethren. Even races who are larger than humans must use two hands to wield a heavy weapon. The perk of using a heavy weapon is that no other weapon type (except other heavy weapons) can parry them.

Shields and Bucklers

So, by this point you might be wondering how a shield or buckler works in Solaris RPG. The answer? It's really simple! Characters who are capable of wielding a shield or a buckler to block an attack simply have their Block Rating bolstered an additional 20%. It's built right into the vital stat system. Shields are not considered Essential Equipment so they do not have quality ratings, although it is possible to obtain a Legendary shield from a raid scenario.

Secondary Weapons

Some characters choose to have spare weapons beyond their primary weapon. We call these Secondary Weapons. For example, a character may have a sword as his primary weapon, but a set of throwing stars as his secondary weapon. He may also have a dagger or something else. Characters can have several secondary weapons. During combat a character may switch to his secondary weapon at any time.

Please keep in mind that we do not display a "Melee Attack" stat for a secondary weapon. The rule on this is that all secondary weapons (regardless of type) will simply be capable of doing 80% of a characters displayed Melee Attack power. For example, a character with 10,000 Melee Attack power who chooses to attack with a secondary weapon would effectively have 8,000 Melee Attack power.

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