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Item Guidelines Empty Item Guidelines

Fri Mar 15, 2024 3:52 am

Introduction to Items

Here at Daiichi, most items you'll use as accessories to what you can pull off. But that isn't necessarily meant to dissuade you; crafters still have their value. Good items are still that - so let's get into the nitty-gritty. It's also worth noting that here in the world of Daiichi, your very own everyday items are influenced by you as well, as a product of reishi bolstering the mundane kishi that comprises them. Go into this guide bearing that in mind, as it is the reason you're able to use them or interact with everyday materials through walking, running and so forth without disintegrating them.. for the most part.

Barebones

Like characters, items are privy to Statistics that make them work the way they do. This is split up into Damage Addition, Durability & Hit Points (or HP).

Damage is most commonly seen on weapons. It determines how much they add to your baseline Damage Calculation, with a higher number indicating higher quality, sharpness or potential to inflict harm.
Durability is seen on every item. It determines how much Damage they shed from an incoming calculation, in a manner not dissimilar to how you utilize your own Durability against Damage. Unlike you however, they utilize this Statistic for both forms of damage; that being spiritual & physical.
Hit Points are also on every item. Whatever Damage gets past the initial Durability of an item is dealt to its Hit Points. If these points hit zero, the item is destroyed. Specialized items - namely 'ammunition'-based ones utilize this Statistic to determine how many in a singular 'instance' of that item it has. I.e. throwing knives would have '10' HP to reflect that their possessor has 10 at their disposal. The rate at which

These are all values that are affected by the capabilities of the person who crafters them - namely their Tiers and any side perks that may influence them. This isn't the only variable that comes into play though. Their types weigh in (which will be shown below) as well as what they're made of. The price ranges of these types are subject to being higher or lower on a case-by-case basis.

Weapons

Cut-and-dry. They are tools to harm and kill. There isn't much to really differentiate about them from one another, and their only real mechanic is that they add or deal Damage of some sort. In some cases - such as metals or 'tools' that can do their own Damage separate from the weigh-in of their wielder (i.e. chemicals or naturally-occurrences like fire), they can do Static Damage; a fixed value calculated against Durability or Spirit Defense. This is rare though. They often have decent or mildly good Durability & Hit Points, but lose out on it because they first and foremost are meant to deal Damage. Some of them have stat requirements, namely heavy ones made of esoteric materials.

These items are also privy to stress from the damage output of their wielder. This Item Stress begins deducting directly from the HP of a weapon for every point value an attack's damage is over 2.5X the Weapon's Durability. At T3 this becomes 4X, and at T4 this becomes 5X. This procs once per 'action', with an added penalty of -3 HP per successive strike in the action itself.

These usually stand in a price range of:
  • 3'000~10'000 at T1.
  • 30'000~90'000 at T2.
  • 300'000~900'000 at T3.
  • 2'500'000+ at T4.

Armor

Armor is most often a protectorate, that lacks any Damage Addition mechanic but compensates by having good Durability & Hit Points. They act as 'damage reduction' for the person wearing them, as an armor's Durability Statistic will always shed off incoming Damage before that incoming Damage calculates against its wearer's own defenses. Unlike a character, it only suffers one Damage Calculation from an action with multiple, though every successive hit beyond the initial deducts -3 extra HP.

Like any item though, it loses HP based on the difference and is destroyed when that value hits 0. Generally speaking, armor is informally split into two different natures, Standard armor which has typical values and tends to cover up to about three Regions of the body, or Heavy Armor which can cover the entire body. Heavy Armor's main benefit is that it gains higher parameters, but the payoff is that a character without Heavy Armor Proficiency loses Speed & Attack Speed while wearing it.

These usually stand in a price range of:
  • 6'000~20'000 at T1.
  • 75'000~200'000 at T2.
  • 600'000~1'800'000 at T3.
  • 3'000'000+ at T4.

Tool

Where gadget or typical item-type deals that don't fit the niche of Weapon, Armor etc. go. They are usually singular in nature, and can vary from something simple like a pocketwatch or something abstract and odd like an energy generator.. though what're you doing on this game if you're writing something like that?

These usually stand in a price range of:
  • 5'000~20'000 at T1.
  • 35'000~180'000 at T2.
  • 400'000~1'000'000 at T3.
  • 2'000'000+ at T4.

Consumables

A rarer variety. This can range anywhere from a pill made to aid its consumer's facilities in some way to an alcohol that greatly disorientates, to a bandage or medical kit designed to treat status effects like Burn, Bleed etc. and/or lower the duration of an injury. They tend to have small helpful effects like replenishing HP or permitting on-field treatment of a character, and usually implicate the possession of scissors, stitches and so forth. Non-helpful consumables are poisons, which will have their guide. They themselves tend to have single-digit HP, reflective of the number that a single 'instance' has. Some may even have '1' to reflect their importance.

These usually stand in a price range of:
  • 3'000~8'000 at T1 if multiple; 2'000~3'500 if singular.
  • 12'000~25'000 at T2 if multiple; 5'000~15'000 if singular.
  • 40'000~80'000 at T3 if multiple; 25'000~110'000 if singular.
  • 150'000~600'000 at T4 if multiple; 100,000~300,000 if singular.

Materials

Yes. You're able to make custom materials. This is a strategy that's more common between those capable of externalizing their reishi into a subsisting construct, generally something of a physical nature derived from a spiritually adept's affinity. There are also other things (and people) that you can loot 'samples' from to procure this sort of thing if you can get enough of it (or them). These tend to help empower offensive or defensive means for or against different damage types, persons & mechanics themselves, such as a heavy material that allows items made of it to require higher Strength, but helps for damaging blocks, hindering an opponent's clashes and so on. This item type also frequents having single-digit HP for the same purpose as throwables & consumables.

These usually stand in a price range of:
  • 500~2'500 at T1.
  • 5'000~15'000 at T2.
  • 20'000~80'000 at T3.
  • 100'000~225'000 at T4.


Last edited by Admin on Wed Mar 27, 2024 3:01 pm; edited 6 times in total
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Item Guidelines Empty Materials

Fri Mar 15, 2024 6:52 am

Materials

You've already gotten past the different item types and their parameters, so now we're dipping into what directly affects those parameters - the things they're made of.

Materials themselves are the most simple 'items' that you can possess. They're purchasable on the market or acquirable from events, making them the easiest to get as well. While they lack Durability & Damage of their own, making them functionally useless in combat, they are composites to what you actually want. Down below will be a thorough breakdown of all the different generally accessible materials, barring ones intentionally left secret (there aren't that many, don't worry). This will be covering mostly metals & woods, but some fabrics - namely of the rarer variety will be available here as well.

For simplicity's sake, they will be all you have to worry about when considering what materials your item will need. It's worth noting their ranges deviate from the lowest tier an item can be made using certain materials, to the highest, with the highest being two tiers above its baseline. All of these abide by the material's base tier, up to two tiers above.

Tier 1 Materials

Mundane materials. This can be some of the most meaningless stuff that you can get your hands on, but it gets the job done. They operate off of T1~T3 range.

Wood (200 x Unit): Ol'reliable. This can be found just about anywhere either pre-cut or straight off of trees, and is easily adaptable to a variety of different things such as furnishing or actual weapons.
-- Durability Range of 8~12 | HP Range of 40~80 | Static Damage Bonus of +1

Stone (500 x Unit): Just your typical stones. Could be limestone, sandstone or something you've never heard of. Does it really matter?
-- Durability Range of 10~16 | HP Range of 60~100 | Static Damage Bonus of +2

Copper (1'000 x Unit): The lowest class metal. It's trash but everything else in this field is even more so, so it's the best that you're going to get.
-- Durability Range of 14~20 | HP Range of 80~120 | Static Damage Bonus of +3


Tier 2 Materials

Here is where we begin to deviate from real-world materials into things that are more directly intertwined with reishi. They tend to have their own little cute, interesting qualities to them as well, and are things liable to be found in specific areas. They operate off of a T2~T4 range.

Assorted Gems (5'000 x Unit): Sapphires, rubies, emeralds --- wow, so pretty! Pretty and utterly meaningless to any actual weapon or armor craft. This is really just a tool to show off your wealth. Features three gems per unit, and may sometimes even state which gems in the effects if you're lucky.
-- Durability Range of 20~24 | Static HP of 3 | Static Damage Bonus of +3

Iron (3'000 x Unit): A commonly seen material throughout households and historic militaries alike, known for its impressive resilience and general worth. Coupled with not being too expensive, it is worthwhile to make use of and is quite accessible.
-- Durability Range of 20~26 | HP Range of 200~350 | Damage Range of +2~7

Bronze (5'000 x Unit): For those with bigger pockets to work with and something to prove in fashion-sense rather than battle. While it's surprisingly resilient, it is also nigh as brittle as it is expensive. This material is more sought after for proof that whoever wears it can afford to.
-- Durability Range of 22~28 | HP Range of 150~275 | Damage Range of +2~6

Steel (3'500 x Unit): Inclusive of its 'Damascus' iteration, Steel is a highly-valued material by most who pursue it, be it for general household use or actual on-field infantry. It is superior to Bronze but less stylized if used in its barest form. It tends to have the broadest use and likewise, the most varying craftsmen working with it.
-- Durability Range of 25~32 | HP Range of 250~400 | Damage Range of +3~9

(Soul Plains) Resplendent Ume Lumber (10'000 x Unit): Said to be the finest lumber within all of the Soul Plains, it is the first material to be merchandised by the likes of a group just barely encroaching on superpower status within the world of Soulborn. Despite its excessive cost to 'commoners', it is uncommon to find objects not crafted from this timber, perhaps due to excessive reduction in price for bulk buys. Most Asauchi are made from it, and it is affectionately dubbed 'Plumwood'.
-- Durability Range of 28~40 | HP Range of 225~350 | Damage Range of +4~8 | Looks pwetty

(Zenchou City) Commonaether (8'000 x Unit): Commonaether is one of the first oddities to appear near the city of Zenchou in the nearby walks of life. It is typically burrowed several dozen feet deep into the earth and is said to appear where great historical events have occurred, plagued by the existence of spiritually-adept. It is the most useful tool for them to get their hands on due to its unnatural affinity to deal with reishi. Lately, a low-level monopoly has been had on it due to varying parties.
-- Durability Range of 24~42 | HP Range of 200~350 | Damage Range of +4~10 | Passive damage reduction against reishi

(Zenchou City) Burnboo (6'750 x Unit): In southernmost parts of Japan, the phenomena of unnaturally-combusting trees began a century ago. Further investigation into the matter lead to the discovery of 'Burnboo', bamboo with an exceedingly low smoke point. It is highly sought after for spiritually-adept who have powers relative to immolation, but is also incredibly dangerous -- enough so that local settlements near a forest in which this oddity originally appeared. It is popular due to the multitude of documentaries speaking of the forest in question, dubbed the Sawada Woodland by otaku culture.
-- Durability Range of 22~33 | HP Range of 150~325 | Damage Range of +3~7 | Can set on fire if a certain level of Spiritual Damage is met on contact. Has its own passive Static Damage Calculation against Spirit Defense.

(???) Smelly Goo (200 x Unit): A strange, black goo left behind by Devils sometimes. It's highly malleable, stretchy, stinks of burning rubber and vomit, and seems completely harmless to the common spiritually-adept, but is highly-difficult to be around for the common man.
-- Durability Range of 30~40 | HP Range of 300~500 | Damage Range of +0 | ???

Tier 3 Materials

Much more uncommon sights. This dips into the territory that most regular people only dream of possessing. It's here you'll see much more area-exclusive things, as well as ores and such that you won't be able to work with without even higher-than-normal expertise. They operate off of a T3~T4 range.

(Zenchou City) Rockspire (40'000 x Unit): An oddity that started appearing in the 19th century, the Rockspire is a peculiar ore noted for its bronze-tinged ore-like foundation and the golden veins that run through it. It is highly conductive of reishi, especially any that attempts to influence or replicate the natural elements, and is excessively resilient.
-- Durability Range of 40~55 | HP Range of 350~550 | Damage Range of +7~10 | Boosts the spiritual output of reishi; higher if Nature-Imitative

(Zenchou City) Gild Sheen (25'000 x Unit): Material shared by members of the government within Zenchou City, and used to procure some coins shared among businesses directly affiliated with them. It is a sign of trust among the common man within the large city, though it's dangerous to wear due to its conductivity of electric. It is said to line most of the power sources in spiritual-adept rich parts of the city.
-- Durability Range of 35~42 | HP Range of 350~550 | Damage Range of +7~10 | Renders wearers / bearers of it conductive of electricity, amplifying its voltage to levels not even spiritual-adept can deal with

(Zenchou City) Hinoki Timber (80'000 x Unit): Specially-made wood fortified by spiritual-adept local to Zenchou. It is a very adaptable form of wood that is said to be processed through a variety of different forms of contact day-to-day, treated, and then shipped off to buyers. High-end establishments and pieces of equipment make use of this wood type.
-- Durability Range of 40~45 | HP Range of 400~600 | Damage Range of +6~10 | Can adapt to the form of damage that it comes in contact with after a short period

(Soul Plains) Plainzephyr (50'000 x Unit): Constantly shimmering with a white glow, this pale-tinged metal can be found deeply nestled in the rare sightings of mountains within the Soul Plains. This metal seemingly appears once every several dozen years, producing a variety of this metal. It is known for its incredible conductivity.
-- Durability Range of 40~45 | HP Range of 200~300 | Damage Range of +8~12 | Boosts spiritual calculations

(Soul Plains) Jade Cove (65'000 x Unit): A highly expensive luxury material owned by the most favored of those within the Soul Plains, possession of even a shard of this jewel is proof of one's favor in this culture and certainty that they will go far. It tends to be given to Soulborn that pledge their allegiance to a master, or as a gift to one's loved one. Two possessors of this material can suffuse it with reishi, allowing them to detect one another.
-- Durability Range of 35~40 | HP Range of 350~550 | Damage Range of +7~10 | Reflex boon when reacting for one's loved one

Tier 4 Materials

Broaches the domain of uncanny. There's pretty much no chance that you're going to run into real-world material that is at this level. Even barely-established organizations seldom have access to something of this caliber. Odds are they'll want it off you if you're too flashy with it. Operate off of their T4 range.

(Soul Plains) Totsuka (?): Once every century, it is said that a shard of 'Totsuka' appears as an homage to the Shinto deities. Many ponder what 'Totsuka' is, but they cannot define such beyond its widespread legend across the Soul Plains. It is said that these shards of 'Totsuka' are a pale-crimson crystal that shed themselves, are absurdly sharp and take excess time to be crafted.
-- Durability Range of 35~40 | HP Range of 300~450 | Damage Range of +12~18 | Absurdly sharp, bearing equal-grade Rend | ??? | ???

(Soul Plains) Sesshoseki (Free): An ashen-black ore used in a cultural folk lore stating 'be cursed by Sesshoseki'. Acquired from a large, on-the-crust stone that brave & brazen Soulborn must survive to procure ore from, making something out of this material is highly difficult due to the dusty nature of it, that also imparts its 'risk' upon craftsmen. Few items have been made out of it, but the tale of their combative use is known to all of the Soul Plains. Items procured from Sesshoseki are highly-flammable, and release an intense combustion from the toxic ash of the stone itself.
-- Durability Range of 40~50 | HP Range of 425~650 | Damage Range of +8~12 | Flammable, can combust | Toxic, even to Soulborns?


Last edited by Admin on Fri Mar 15, 2024 9:43 pm; edited 3 times in total
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Item Guidelines Empty Re: Item Guidelines

Fri Mar 15, 2024 7:11 am

Crafting

And finally, we're onto the last part.

Crafting in of itself is not very complicated. You do not have a base fee that you have to pay to try and make an item. You do not have a cooldown on items. You don't even have an Intelligence requisite. All you require is some simple thing(s) -- perks. So long as the Tier of your Crafter perk is on par with the item you're trying to make as well, you can make the item. For poisons, your Poison Proficiency has to be on par.

Here's the template:

Code:
[b]Name[/b]: Your character's.
[b]Key[/b]: Your key.
[hr]
[b]Item Name[/b]: Self-explanatory.
[b]Tier[/b]: The Tier of the craft that you're making.
[b]Type[/b]: The type of item it is, between Weapon/Armor/Tool/Consumable/Material.
[b]Description[/b]: Make it something good. We want to read something buttery smooth and pretty. Your effects can also go under this area too, usually separated by a space between the Description and them.

[b]Durability[/b]: Take a crack at it. You got given all of the values, after all. Lowest number is the start of the range you can work with; don't expect to be able to push to the maximum unless you're placing it at the highest tier you can go (and expect to shell out plenty of material units).
[b]Hit Points[/b]: Refer to the above.
[b]Damage Addition[/b]: Refer to the above.

[b]Materials[/b]: The materials you'll be using. Don't worry about filling in the unit count; you'll be told that when your item's approved.
[b]Price[/b]: Can be left blank until your item is approved.

If you did everything right (and got approved), congratulations. The below is a pretty good example of a basic item.

Item Example:

Note

If you want to cut down a few seconds when an approved item is being put in the game, remove the spacing and place <br><br> between the end of the description and the start of the effects. Place <br> in between each effect. This will ensure that it spaces it properly in the game, as not having any at all will leave it spaceless. We will appreciate you if you do this.
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Item Guidelines Empty Re: Item Guidelines

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