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Creating Equipment

Though the lists given in Chapter 6 are meant to be comprehensive, GMs may find themselves needing hard numbers for equipment types and options that just aren’t covered in this book. As with races, the easiest way to do this is to use the nearest comparable piece of ‘official’ equipment as a starting point and run with the numbers. A Qu Battle Fork can treated as roughly equivalent to a Polearm; a War Fan to a Ninja Knife. With Armor, only the names change; with Weapons, you just need to adjust the Weapon type, the individual names, and the Skill needed to wield it.

For GMs interested in creating completely new equipment, this section contain the rules needed to whip up an original list or augment an existing one. Note that the system presented here is not the same as the one described in Appendix I—these steps here are meant exclusively for ‘behind the scenes’ work, and produce slightly different numbers than player-crafted items.

Creating Weapons

To create a Weapon, you must decide four things: the Weapon’s damage die, the Attribute used in the Weapon’s damage code, the Skill used to wield it, and whether or not the Weapon takes up the Shield Slot. In general, d12 Weapons take up both Slots for balance reasons—it is better to carry this rule of thumb over to any ‘homemade’ Weapons created with this system.

Damage Die

The Weapon’s damage die—d6, d8, d10, d12—determines how much damage the weapon will do as well as how much it costs. The size of the Weapon tends to be reflected in the choice of damage die—smaller Weapons like Knives use d6s, while larger weapons like Polearms use d12s.

Attribute

The Attribute used in damage calculations are also defined by the Weapon’s type. STR is used for cutting or slashing Weapons, as well as missile Weapons that depend on muscle power to do damage, like Bows. AGI is used for piercing Weapons where dexterity has more effect than brute force, as well as ballistic Weapons that do not depend on strength, like Rifles and Crossbows. Finally, MAG is used for Weapons that focus the wielder’s own magical power to do damage. Choosing an Attribute other than STR will reduce the Weapon’s Availability by 1 and increase its base cost by ×1.1 on top of any other price modifiers the Weapon is subject to. Regardless of which Attribute is chosen, the Weapon continues to deal Physical damage unless it is given the Magical Attack property.

Equipment Tier

Once the basic details of the Weapon have been settled on, the next thing to figure out is what Tier the Weapon is. For complete equipment tables, you will want to create two Weapons for each Tier from 1 through 10—one with Equipment Abilities, one without. It is also possible to create individual Weapons within those Tiers.

Slots

In order to determine the cost of Equipment Abilities as well as make sure that a Weapon’s Abilities remain appropriate to its Tier, adding special properties to a Weapon is handled with a simple system based on Slots. Every Equipment Ability takes up a certain number of Slots on a Weapon, and each Tier only has room for a certain number of Slots. If an Equipment Ability takes up more Slots than a Weapon of that Tier can support, it cannot be added. The exact breakdown of Slots per Tier can be seen below.

Table 10-7: Equipment Slots per Tier
Tier Slots
1 2
2 2
3 3
4 3
5 4
6 4
7 5
8 10

To find out a new Weapon’s cost and Availability, determine how many Slots its Ability occupies—checking en route whether the Ability can actually be supported by a Weapon of that Tier—and check the result against Tables 10-8 to 10-11.

Note that the tables on the following pages only go up to Tier 8—as Artifact and Legendary Weapons have no price attached to them, creating Weapons like these is just a matter of assigning appropriate Equipment Abilities and tracking down the corresponding damage code on the tables.

Ability Cost Ability Cost Ability Cost
+x [Attribute] +x Slots +10 ACC +1 Slot +10 DEX +2 Slots
+10 EVA +1 Slot +10 EXP +1 Slot +10 M. ACC +1 Slot
+10 M. EVA +1 Slot +10 MND +2 Slots +20 ACC +2 Slots
+20 DEX +3 Slots +20 EVA +2 Slots +20 EXP +2 Slots
+20 M. ACC +2 Slots +20 M. EVA +2 Slots +20 MND +3 Slots
+30 ACC +3 Slots +30 M. ACC +3 Slots +30 EXP +3 Slots
+10% HP +1 Slot +10% MP +2 Slots Auto-Agility Up +3 Slots
Auto-Float +1 Slot Auto-Magic Up +6 Slots Auto-Power Up +6 Slots
Auto-Reraise +5 Slots Auto-Regen +4 Slots Auto-Haste +6 Slots
Auto-Protect +3 Slots Auto-Shell +3 Slots Auto-Spirit Up +3 Slots
Auto-Reflect +2 Slots Berserk Proof +2 Slots Berserk Strike +3 Slots
Berserk Touch +2 Slots Blind Proof +1 Slot Blind Strike +2 Slots
Blind Touch +1 Slots Charm Proof +4 Slots Condemned Proof +2 Slots
Condemned Strike +4 Slots Condemned Touch +2 Slots Confuse Proof +3 Slots
Confuse Strike +3 Slots Confuse Touch +2 Slots Critical + +2 Slots
Critical ++ +4 Slots Curse Proof +3 Slots Curse Strike +2 Slots
Curse Touch +1 Slots Death Proof +4 Slots Death Strike +6 Slots
Death Touch +4 Slots Disable Proof +2 Slots Disable Strike +3 Slots
Disable Touch +2 Slots [Element] Ward +1 Slot [Element] Proof +2 Slots
[Element] Eater +4 Slots [Element] Strike +1 Slot [Enemy Type] Killer +2 Slots
Ability Cost Ability Cost Ability Cost
[Element] Enhancer +3 Slots Headhunter +2 Slots HP Drain +3 Slots
Immobilize Proof +1 Slot Immobilize Strike +2 Slots Immobilize Touch +1 Slot
Mini Proof +2 Slots Mini Strike +3 Slots Mini Touch +2 Slots
MP Damage +1 Slot MP Drain +2 Slots Petrify Proof +2 Slots
Petrify Strike +4 Slots Petrify Touch +2 Slots Piercing +2 Slots
Poison Proof +1 Slot Poison Strike +2 Slots Poison Touch +1 Slot
Sensor +1 Slot Silence Proof +2 Slots Silence Strike +2 Slots
Silence Touch +1 Slot Sleep Proof +1 Slot Sleep Strike +2 Slots
Sleep Touch +1 Slot Slow Proof +2 Slots Slow Strike +2 Slots
Slow Touch +1 Slot SOS-Agility Up +1 Slot SOS-Aura +3 Slots
SOS-Berserk +1 Slot SOS-Esuna +3 Slots SOS-Float +2 Slots
SOS-Haste +3 Slots SOS-Magic Up +3 Slots SOS-Power Up +3 Slots
SOS-Protect +2 Slots SOS-Reflect +1 Slots SOS-Regen +2 Slots
SOS-Reraise +4 Slots SOS-Shell +2 Slots SOS-Spirit Up +1 Slot
SOS-Vanish +3 Slots Stone Proof +4 Slots Stone Strike +6 Slots
Stone Touch +4 Slots Toad Proof +2 Slots Toad Strike +3 Slots
Toad Touch +2 Slots Triple Critical +3 Slots [x] Break Proof +2 Slots
Venom Proof +2 Slots Venom Strike +3 Slots Venom Touch +2 Slots
Zombie Proof +2 Slots Zombie Strike +3 Slots Zombie Touch +2 Slots
Ability Cost Ability Cost Ability Cost

These options and Slot costs are also used in creating Armor, though not every option will apply in that case.

Pricing Special Weapon Properties

Some Weapons have innate properties that apply to all Weapons of a given class. These properties may also be given to other Weapons, though this will usually change the price listed in Tables 10-8 to 10-11 by a certain amount. A Weapon’s properties may never reduce its Availability by more than 3.

Ammunition

Effect: Characters equipped with this Weapon may elect to use specialized ammunition instead of the basic ammunition used by default. Ammunition must be purchased beforehand, and can be used to add additional Equipment Abilities to the Weapon being used to make the Attack; the Weapon itself will have no Equipment Abilities. Ammunition can only be used with Ranged Weapons. This innate property is found on Bows, Crossbows, and Rifles.

Cost Modifier: ×1.0 Availability Modifier: 0

Double Cut

Effect: When equipped with this Weapon, the character may use the Two Weapons Skill to make two Attack Actions as if he had equipped two separate Weapons. This innate property is found on Gloves and Claws, and must be combined with the Two-Handed property.

Cost Modifier: ×1.1 Availability Modifier: -1

Double Strike

Effect: Any Attack Action made with this Weapon may roll to hit twice, applying the better result of the two. This innate property is found on Swallows.

Cost Modifier: ×1.2 Availability Modifier: -2

Entangle

Effect: Any Attack Action made with this Weapon will inflict the Status Condition Immobilize (2) on a successful Critical Hit. This innate property is found on Flails.

Cost Modifier: ×1.2 Availability Modifier: -2

Looping Strike

Effect: Any Attack Action made with this Weapon may roll to hit a second time if the first attack misses. This innate property is found on Boomerangs.

Cost Modifier: ×1.1 Availability Modifier: -1

Magical Attack

Effect: Damage inflicted by this Weapon’s attacks is treated as Magical rather than Physical, and will be reduced by M. ARM rather than ARM.

Cost Modifier: ×1.0 Availability Modifier: 0

Mana Channel

Effect: When calculating damage inflicted by this Weapon, the wielder’s STR or MAG score can be used to determine the final damage. This innate property is found on Staves.

Cost Modifier: ×1.2 Availability Modifier: -2

Quicksilver

Effect: When calculating damage inflicted by this Weapon, the wielder’s STR or AGI score can be used to determine the final damage. This innate property is found on Knives.

Cost Modifier: ×1.2 Availability Modifier: -2

Ranged

Effect: The Weapon’s attacks are treated as being Ranged. This innate property is found on Boomerangs, Bows, Crossbows, Instruments, and Rifles.

Cost Modifier: ×1.1 Availability Modifier: -1

Two-Handed

Effect: The Weapon takes up both Shield and Weapon Slots. Must be taken by all d12 Weapons. This innate property is found on Axes, Claws, Gloves, Polearms, Greatswords, Rifles, and Swallows.

Cost Modifier: ×1.0 Availability Modifier: 0

Weapon Cost/Availability Tables

Table 10-8: d6 Weapons
Tier Slots Base
Cost
Base
Avail.
Damage
1 0 75 96% 2 × Attribute + d6
1 1 180 94% 2 × Attribute + d6
1 2 300 92% 2 × Attribute + d6
2 0 450 90% 3 × Attribute + d6
2 1 630 88% 3 × Attribute + d6
2 2 810 86% 3 × Attribute + d6
3 0 1000 84% 5 × Attribute + 2d6
3 1 1250 82% 5 × Attribute + 2d6
3 2 1500 80% 5 × Attribute + 2d6
3 3 1750 78% 5 × Attribute + 2d6
4 0 2000 75% 6 × Attribute + 2d6
4 1 2300 73% 6 × Attribute + 2d6
4 2 2500 71% 6 × Attribute + 2d6
4 3 2800 69% 6 × Attribute + 2d6
5 0 3100 66% 7 × Attribute + 3d6
5 1 3400 64% 7 × Attribute + 3d6
5 2 3800 62% 7 × Attribute + 3d6
5 3 4100 60% 7 × Attribute + 3d6
5 4 4400 58% 7 × Attribute + 3d6
6 0 4700 56% 9 × Attribute + 3d6
6 1 5100 55% 9 × Attribute + 3d6
6 2 5400 54% 9 × Attribute + 3d6
6 3 5800 52% 9 × Attribute + 3d6
6 4 6100 50% 9 × Attribute + 3d6
7 0 6400 48% 10 × Attribute + 4d6
7 1 6800 47% 10 × Attribute + 4d6
7 2 7100 46% 10 × Attribute + 4d6
7 3 7400 44% 10 × Attribute + 4d6
7 4 7800 42% 10 × Attribute + 4d6
7 5 8100 40% 10 × Attribute + 4d6
8 0 8400 37% 11 × Attribute + 4d6
8 1 8800 36% 11 × Attribute + 4d6
8 2 9100 35% 11 × Attribute + 4d6
8 3 9400 34% 11 × Attribute + 4d6
8 4 9700 33% 11 × Attribute + 4d6
8 5 10000 32% 11 × Attribute + 4d6
8 6 10200 31% 11 × Attribute + 4d6
8 7 10500 30% 11 × Attribute + 4d6
8 8 10800 28% 11 × Attribute + 4d6
8 9 11000 26% 11 × Attribute + 4d6
8 10 11300 24% 11 × Attribute + 4d6
Table 10-9: d8 Weapons
Tier Slots Base
Cost
Base
Avail.
Damage
1 0 100 95% 2 × Attribute + d8
1 1 240 93% 2 × Attribute + d8
1 2 400 91% 2 × Attribute + d8
2 0 600 89% 3 × Attribute + d8
2 1 840 87% 3 × Attribute + d8
2 2 1080 85% 3 × Attribute + d8
3 0 1350 83% 5 × Attribute + 2d8
3 1 1650 81% 5 × Attribute + 2d8
3 2 1950 79% 5 × Attribute + 2d8
3 3 2300 77% 5 × Attribute + 2d8
4 0 2700 74% 6 × Attribute + 2d8
4 1 3000 72% 6 × Attribute + 2d8
4 2 3400 70% 6 × Attribute + 2d8
4 3 3800 68% 6 × Attribute + 2d8
5 0 4200 65% 8 × Attribute + 3d8
5 1 4600 63% 8 × Attribute + 3d8
5 2 5000 61% 8 × Attribute + 3d8
5 3 5400 59% 8 × Attribute + 3d8
5 4 5900 57% 8 × Attribute + 3d8
6 0 6300 55% 10 × Attribute + 3d8
6 1 6800 54% 10 × Attribute + 3d8
6 2 7200 53% 10 × Attribute + 3d8
6 3 7700 51% 10 × Attribute + 3d8
6 4 8100 49% 10 × Attribute + 3d8
7 0 8600 47% 11 × Attribute + 4d8
7 1 9000 46% 11 × Attribute + 4d8
7 2 9500 45% 11 × Attribute + 4d8
7 3 9900 43% 11 × Attribute + 4d8
7 4 10400 41% 11 × Attribute + 4d8
7 5 10800 39% 11 × Attribute + 4d8
8 0 11200 36% 13 × Attribute + 4d8
8 1 11700 35% 13 × Attribute + 4d8
8 2 12100 34% 13 × Attribute + 4d8
8 3 12500 33% 13 × Attribute + 4d8
8 4 12900 32% 13 × Attribute + 4d8
8 5 13300 31% 13 × Attribute + 4d8
8 6 13600 30% 13 × Attribute + 4d8
8 7 14000 29% 13 × Attribute + 4d8
8 8 14300 27% 13 × Attribute + 4d8
8 9 14600 25% 13 × Attribute + 4d8
8 10 14900 23% 13 × Attribute + 4d8
Table 10-10: d10 Weapons
Tier Slots Base
Cost
Base
Avail.
Damage
1 0 120 94% 2 × Attribute + d10
1 1 290 92% 2 × Attribute + d10
1 2 500 90% 2 × Attribute + d10
2 0 750 88% 4 × Attribute + d10
2 1 1050 86% 4 × Attribute + d10
2 2 1350 84% 4 × Attribute + d10
3 0 1700 82% 6 × Attribute + 2d10
3 1 2050 80% 6 × Attribute + 2d10
3 2 2450 78% 6 × Attribute + 2d10
3 3 2900 76% 6 × Attribute + 2d10
4 0 3300 73% 8 × Attribute + 2d10
4 1 3800 71% 8 × Attribute + 2d10
4 2 4200 69% 8 × Attribute + 2d10
4 3 4700 67% 8 × Attribute + 2d10
5 0 5200 64% 10 × Attribute + 3d10
5 1 5700 62% 10 × Attribute + 3d10
5 2 6300 60% 10 × Attribute + 3d10
5 3 6800 58% 10 × Attribute + 3d10
5 4 7400 56% 10 × Attribute + 3d10
6 0 7900 54% 11 × Attribute + 3d10
6 1 8500 53% 11 × Attribute + 3d10
6 2 9000 52% 11 × Attribute + 3d10
6 3 9600 50% 11 × Attribute + 3d10
6 4 10200 48% 11 × Attribute + 3d10
7 0 10700 46% 13 × Attribute + 4d10
7 1 11300 45% 13 × Attribute + 4d10
7 2 11900 44% 13 × Attribute + 4d10
7 3 12400 42% 13 × Attribute + 4d10
7 4 13000 40% 13 × Attribute + 4d10
7 5 13500 38% 13 × Attribute + 4d10
8 0 14000 35% 15 × Attribute + 4d10
8 1 14600 34% 15 × Attribute + 4d10
8 2 15100 33% 15 × Attribute + 4d10
8 3 15600 32% 15 × Attribute + 4d10
8 4 16100 31% 15 × Attribute + 4d10
8 5 16600 30% 15 × Attribute + 4d10
8 6 17000 29% 15 × Attribute + 4d10
8 7 17500 28% 15 × Attribute + 4d10
8 8 17900 26% 15 × Attribute + 4d10
8 9 18300 24% 15 × Attribute + 4d10
8 10 18700 22% 15 × Attribute + 4d10
Table 10-11: d12 Weapons
Tier Slots Base
Cost
Base
Avail.
Damage
1 0 140 93% 2 × Attribute + d12
1 1 350 91% 2 × Attribute + d12
1 2 600 89% 2 × Attribute + d12
2 0 900 87% 4 × Attribute + d12
2 1 1260 85% 4 × Attribute + d12
2 2 1620 83% 4 × Attribute + d12
3 0 2050 81% 6 × Attribute + 2d12
3 1 2450 79% 6 × Attribute + 2d12
3 2 2950 77% 6 × Attribute + 2d12
3 3 3500 75% 6 × Attribute + 2d12
4 0 4000 72% 9 × Attribute + 2d12
4 1 4600 70% 9 × Attribute + 2d12
4 2 5000 68% 9 × Attribute + 2d12
4 3 5600 66% 9 × Attribute + 2d12
5 0 6200 63% 11 × Attribute + 3d12
5 1 6800 61% 11 × Attribute + 3d12
5 2 7600 59% 11 × Attribute + 3d12
5 3 8200 57% 11 × Attribute + 3d12
5 4 8800 55% 11 × Attribute + 3d12
6 0 9500 53% 13 × Attribute + 3d12
6 1 10100 52% 13 × Attribute + 3d12
6 2 10800 51% 13 × Attribute + 3d12
6 3 11500 49% 13 × Attribute + 3d12
6 4 12200 47% 13 × Attribute + 3d12
7 0 12800 45% 15 × Attribute + 4d12
7 1 13600 44% 15 × Attribute + 4d12
7 2 14200 43% 15 × Attribute + 4d12
7 3 14900 41% 15 × Attribute + 4d12
7 4 15600 39% 15 × Attribute + 4d12
7 5 16200 37% 15 × Attribute + 4d12
8 0 16800 34% 17 × Attribute + 4d12
8 1 17500 33% 17 × Attribute + 4d12
8 2 18100 32% 17 × Attribute + 4d12
8 3 18700 31% 17 × Attribute + 4d12
8 4 19300 30% 17 × Attribute + 4d12
8 5 19900 29% 17 × Attribute + 4d12
8 6 20400 28% 17 × Attribute + 4d12
8 7 21000 27% 17 × Attribute + 4d12
8 8 21500 25% 17 × Attribute + 4d12
8 9 22000 23% 17 × Attribute + 4d12
8 10 22500 21% 17 × Attribute + 4d12

Creating Armor

Creating a piece of Armor follows the same steps as creating Weapons, using the Slots system to determine the price and Availability Rating of the final item. The number of Slots consumed by Equipment Abilities remain the same as those given for Weapons earlier. The one key difference is the breakdown in categories—rather than determine pricing and Availability by the damage die, the actual type of Armor is used. This somewhat limits the system’s ability to create entirely new kinds of Armor, though the existing categories are vague enough to allow most possibilities.

Table 10-12: Armwear
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 60 95% 1 2 +0 +0
1 1 145 93% 1 2 +0 +0
1 2 250 91% 1 2 +0 +0
2 0 370 89% 3 4 +0 +0
2 1 520 87% 3 4 +0 +0
2 2 670 85% 3 4 +0 +0
3 0 850 83% 5 6 +0 +0
3 1 1050 81% 5 6 +0 +0
3 2 1250 79% 5 6 +0 +0
3 3 1450 77% 5 6 +0 +0
4 0 1700 74% 8 8 +0 +5
4 1 1900 72% 8 8 +0 +5
4 2 2100 70% 8 8 +0 +5
4 3 2400 68% 8 8 +0 +5
5 0 2600 65% 11 10 +0 +5
5 1 2900 63% 11 10 +0 +5
5 2 3200 61% 11 10 +0 +5
5 3 3400 59% 11 10 +0 +5
5 4 3700 57% 11 10 +0 +5
6 0 4000 55% 13 13 +0 +5
6 1 4300 54% 13 13 +0 +5
6 2 4500 53% 13 13 +0 +5
6 3 4800 51% 13 13 +0 +5
6 4 5100 49% 13 13 +0 +5
7 0 5400 47% 16 16 +5 +5
7 1 5700 46% 16 16 +5 +5
7 2 6000 45% 16 16 +5 +5
7 3 6200 43% 16 16 +5 +5
7 4 6500 41% 16 16 +5 +5
7 5 6800 39% 16 16 +5 +5
8 0 7000 36% 19 19 +5 +10
8 1 7300 35% 19 19 +5 +10
8 2 7600 34% 19 19 +5 +10
8 3 7800 33% 19 19 +5 +10
8 4 8100 32% 19 19 +5 +10
8 5 8300 31% 19 19 +5 +10
8 6 8500 30% 19 19 +5 +10
8 7 8800 29% 19 19 +5 +10
8 8 9000 27% 19 19 +5 +10
8 9 9200 25% 19 19 +5 +10
8 10 9400 23% 19 19 +5 +10
Table 10-13: Gauntlets
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 65 96% 2 1 +0 +0
1 1 160 94% 2 1 +0 +0
1 2 275 92% 2 1 +0 +0
2 0 420 90% 5 2 +0 +0
2 1 580 88% 5 2 +0 +0
2 2 750 86% 5 2 +0 +0
3 0 950 84% 8 4 +0 +0
3 1 1150 82% 8 4 +0 +0
3 2 1300 80% 8 4 +0 +0
3 3 1600 78% 8 4 +0 +0
4 0 1800 75% 11 6 +5 +0
4 1 2100 73% 11 6 +5 +0
4 2 2300 71% 11 6 +5 +0
4 3 2600 69% 11 6 +5 +0
5 0 2900 66% 14 8 +5 +0
5 1 3200 64% 14 8 +5 +0
5 2 3500 62% 14 8 +5 +0
5 3 3800 60% 14 8 +5 +0
5 4 4100 58% 14 8 +5 +0
6 0 4300 56% 17 10 +5 +0
6 1 4700 55% 17 10 +5 +0
6 2 5000 54% 17 10 +5 +0
6 3 5300 52% 17 10 +5 +0
6 4 5600 50% 17 10 +5 +0
7 0 5900 48% 20 12 +5 +5
7 1 6200 47% 20 12 +5 +5
7 2 6600 46% 20 12 +5 +5
7 3 6900 44% 20 12 +5 +5
7 4 7200 42% 20 12 +5 +5
7 5 7500 40% 20 12 +5 +5
8 0 7800 37% 23 15 +10 +5
8 1 8100 36% 23 15 +10 +5
8 2 8400 35% 23 15 +10 +5
8 3 8600 34% 23 15 +10 +5
8 4 8900 33% 23 15 +10 +5
8 5 9200 32% 23 15 +10 +5
8 6 9400 31% 23 15 +10 +5
8 7 9700 30% 23 15 +10 +5
8 8 9900 28% 23 15 +10 +5
8 9 10100 26% 23 15 +10 +5
8 10 10300 24% 23 15 +10 +5
Table 10-14: Hats
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 80 96% 1 3 +0 +0
1 1 200 94% 1 3 +0 +0
1 2 350 92% 1 3 +0 +0
2 0 530 90% 4 6 +0 +0
2 1 740 88% 4 6 +0 +0
2 2 950 86% 4 6 +0 +0
3 0 1200 84% 7 9 +0 +0
3 1 1400 82% 7 9 +0 +0
3 2 1700 80% 7 9 +0 +0
3 3 2000 78% 7 9 +0 +0
4 0 2300 75% 10 13 +0 +0
4 1 2700 73% 10 13 +0 +0
4 2 2900 71% 10 13 +0 +0
4 3 3300 69% 10 13 +0 +0
5 0 3600 66% 13 17 +0 +0
5 1 4000 64% 13 17 +0 +0
5 2 4400 62% 13 17 +0 +0
5 3 4800 60% 13 17 +0 +0
5 4 5100 58% 13 17 +0 +0
6 0 5500 56% 16 21 +0 +0
6 1 5900 55% 16 21 +0 +0
6 2 6300 54% 16 21 +0 +0
6 3 6700 52% 16 21 +0 +0
6 4 7100 50% 16 21 +0 +0
7 0 7500 48% 19 25 +0 +5
7 1 7900 47% 19 25 +0 +5
7 2 8300 46% 19 25 +0 +5
7 3 8700 44% 19 25 +0 +5
7 4 9100 42% 19 25 +0 +5
7 5 9500 40% 19 25 +0 +5
8 0 9800 37% 22 29 +0 +5
8 1 10200 36% 22 29 +0 +5
8 2 10600 35% 22 29 +0 +5
8 3 10900 34% 22 29 +0 +5
8 4 11300 33% 22 29 +0 +5
8 5 11600 32% 22 29 +0 +5
8 6 11900 31% 23 15 +10 +5
8 7 12300 30% 23 15 +10 +5
8 8 12500 28% 23 15 +10 +5
8 9 12800 26% 23 15 +10 +5
8 10 13100 24% 23 15 +10 +5
Table 10-15: Helmets
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 70 95% 3 1 +0 +0
1 1 170 93% 3 1 +0 +0
1 2 300 91% 3 1 +0 +0
2 0 450 89% 5 4 +0 +0
2 1 630 87% 5 4 +0 +0
2 2 810 85% 5 4 +0 +0
3 0 1000 83% 9 7 +0 +0
3 1 1250 81% 9 7 +0 +0
3 2 1500 79% 9 7 +0 +0
3 3 1750 77% 9 7 +0 +0
4 0 2000 74% 13 10 +0 +0
4 1 2300 72% 13 10 +0 +0
4 2 2500 70% 13 10 +0 +0
4 3 2800 68% 13 10 +0 +0
5 0 3100 65% 17 13 +0 +0
5 1 3400 63% 17 13 +0 +0
5 2 3800 61% 17 13 +0 +0
5 3 4100 59% 17 13 +0 +0
5 4 4500 57% 17 13 +0 +0
6 0 4800 55% 21 16 +0 +0
6 1 5100 54% 21 16 +0 +0
6 2 5400 53% 21 16 +0 +0
6 3 5800 51% 21 16 +0 +0
6 4 6100 49% 21 16 +0 +0
7 0 6500 47% 25 19 +5 +0
7 1 6800 46% 25 19 +5 +0
7 2 7200 45% 25 19 +5 +0
7 3 7500 43% 25 19 +5 +0
7 4 7800 41% 25 19 +5 +0
7 5 8100 39% 25 19 +5 +0
8 0 8400 36% 29 22 +5 +0
8 1 8800 35% 29 22 +5 +0
8 2 9100 34% 29 22 +5 +0
8 3 9400 33% 29 22 +5 +0
8 4 9700 32% 29 22 +5 +0
8 5 10000 31% 29 22 +5 +0
8 6 10200 30% 29 22 +5 +0
8 7 10500 29% 29 22 +5 +0
8 8 10700 27% 29 22 +5 +0
8 9 11000 25% 29 22 +5 +0
8 10 11300 23% 29 22 +5 +0
Table 10-16: Mail
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 110 93% 5 3 +0 +0
1 1 260 91% 5 3 +0 +0
1 2 450 89% 5 3 +0 +0
2 0 680 87% 11 7 +0 +0
2 1 950 85% 11 7 +0 +0
2 2 1220 83% 11 7 +0 +0
3 0 1500 81% 16 11 +0 +0
3 1 1800 79% 16 11 +0 +0
3 2 2200 77% 16 11 +0 +0
3 3 2600 75% 16 11 +0 +0
4 0 3000 72% 21 15 +0 +0
4 1 3500 70% 21 15 +0 +0
4 2 3800 68% 21 15 +0 +0
4 3 4300 66% 21 15 +0 +0
5 0 4700 63% 26 19 +0 +0
5 1 5200 61% 26 19 +0 +0
5 2 5700 59% 26 19 +0 +0
5 3 6200 57% 26 19 +0 +0
5 4 6600 55% 26 19 +0 +0
6 0 7100 53% 32 23 +5 +0
6 1 7600 52% 32 23 +5 +0
6 2 8100 51% 32 23 +5 +0
6 3 8600 49% 32 23 +5 +0
6 4 9200 47% 32 23 +5 +0
7 0 9600 45% 38 27 +5 +0
7 1 10200 44% 38 27 +5 +0
7 2 10700 43% 38 27 +5 +0
7 3 11200 41% 38 27 +5 +0
7 4 11700 39% 38 27 +5 +0
7 5 12200 37% 38 27 +5 +0
8 0 12600 34% 44 31 +5 +5
8 1 13200 33% 44 31 +5 +5
8 2 13600 32% 44 31 +5 +5
8 3 14100 31% 44 31 +5 +5
8 4 14500 30% 44 31 +5 +5
8 5 15000 29% 44 31 +5 +5
8 6 15300 28% 44 31 +5 +5
8 7 15800 27% 44 31 +5 +5
8 8 16100 25% 44 31 +5 +5
8 9 16500 23% 44 31 +5 +5
8 10 16900 21% 44 31 +5 +5
Table 10-17: Robes
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 95 93% 3 5 +0 +0
1 1 230 91% 3 5 +0 +0
1 2 400 89% 3 5 +0 +0
2 0 600 87% 7 11 +0 +0
2 1 840 85% 7 11 +0 +0
2 2 1080 83% 7 11 +0 +0
3 0 1400 81% 11 16 +0 +0
3 1 1650 79% 11 16 +0 +0
3 2 1950 77% 11 16 +0 +0
3 3 2300 75% 11 16 +0 +0
4 0 2600 72% 15 21 +0 +0
4 1 3000 70% 15 21 +0 +0
4 2 3400 68% 15 21 +0 +0
4 3 3800 66% 15 21 +0 +0
5 0 4200 63% 19 26 +0 +0
5 1 4600 61% 19 26 +0 +0
5 2 5000 59% 19 26 +0 +0
5 3 5400 57% 19 26 +0 +0
5 4 5900 55% 19 26 +0 +0
6 0 6300 53% 23 32 +0 +5
6 1 6800 52% 23 32 +0 +5
6 2 7200 51% 23 32 +0 +5
6 3 7700 49% 23 32 +0 +5
6 4 8100 47% 23 32 +0 +5
7 0 8600 45% 27 38 +0 +5
7 1 9000 44% 27 38 +0 +5
7 2 9500 43% 27 38 +0 +5
7 3 9900 41% 27 38 +0 +5
7 4 10400 39% 27 38 +0 +5
7 5 10800 37% 27 38 +0 +5
8 0 11200 34% 31 38 +0 +5
8 1 11700 33% 31 44 +5 +5
8 2 12100 32% 31 44 +5 +5
8 3 12500 31% 31 44 +5 +5
8 4 12900 30% 31 44 +5 +5
8 5 13300 29% 31 44 +5 +5
8 6 13600 28% 31 44 +5 +5
8 7 14000 27% 31 44 +5 +5
8 8 14300 25% 31 44 +5 +5
8 9 14700 23% 31 44 +5 +5
8 10 15100 21% 31 44 +5 +5
Table 10-18: Shields
Tier Slots Base
Cost
Base
Avail.
EVA M. EVA
1 0 80 94% +4 +1
1 1 195 92% +4 +1
1 2 330 90% +4 +1
2 0 500 88% +9 +3
2 1 700 86% +9 +3
2 2 900 84% +9 +3
3 0 1150 82% +14 +5
3 1 1400 80% +14 +5
3 2 1650 78% +14 +5
3 3 2000 76% +14 +5
4 0 2200 73% +19 +7
4 1 2500 71% +19 +7
4 2 2800 69% +19 +7
4 3 3100 67% +19 +7
5 0 3500 64% +24 +9
5 1 3800 62% +24 +9
5 2 4200 60% +24 +9
5 3 4500 58% +24 +9
5 4 4900 56% +24 +9
6 0 5300 54% +29 +11
6 1 5600 53% +29 +11
6 2 6000 52% +29 +11
6 3 6400 50% +29 +11
6 4 6700 48% +29 +11
7 0 7100 46% +34 +14
7 1 7500 45% +34 +14
7 2 7900 44% +34 +14
7 3 8200 42% +34 +14
7 4 8600 40% +34 +14
7 5 8900 38% +34 +14
8 0 9300 35% +39 +16
8 1 9700 34% +39 +16
8 2 10000 33% +39 +16
8 3 10300 32% +39 +16
8 4 10700 31% +39 +16
8 5 11000 30% +39 +16
8 6 11200 29% +39 +16
8 7 11600 28% +39 +16
8 8 11900 26% +39 +16
8 9 12100 24% +39 +16
8 10 12300 22% +39 +16
Table 10-19: Suits
Tier Slots Base
Cost
Base
Avail.
ARM M. ARM EVA M. EVA
1 0 100 94% 4 4 +0 +0
1 1 240 92% 4 4 +0 +0
1 2 425 90% 4 4 +0 +0
2 0 640 88% 8 8 +0 +0
2 1 900 86% 8 8 +0 +0
2 2 1150 84% 8 8 +0 +0
3 0 1450 82% 13 13 +0 +0
3 1 1750 80% 13 13 +0 +0
3 2 2100 78% 13 13 +0 +0
3 3 2450 76% 13 13 +0 +0
4 0 2800 73% 18 18 +0 +0
4 1 3300 71% 18 18 +0 +0
4 2 3600 69% 18 18 +0 +0
4 3 4000 67% 18 18 +0 +0
5 0 4500 64% 23 23 +0 +0
5 1 4900 62% 23 23 +0 +0
5 2 5400 60% 23 23 +0 +0
5 3 5800 58% 23 23 +0 +0
5 4 6300 56% 23 23 +0 +0
6 0 6700 54% 28 28 +0 +0
6 1 7200 53% 28 28 +0 +0
6 2 7700 52% 28 28 +0 +0
6 3 8200 50% 28 28 +0 +0
6 4 8700 48% 28 28 +0 +0
7 0 9000 46% 33 33 +3 +3
7 1 9600 45% 33 33 +3 +3
7 2 10100 44% 33 33 +3 +3
7 3 10600 42% 33 33 +3 +3
7 4 11000 40% 33 33 +3 +3
7 5 11500 38% 33 33 +3 +3
8 0 11900 35% 38 38 +5 +5
8 1 12400 34% 38 38 +5 +5
8 2 12900 33% 38 38 +5 +5
8 3 13300 32% 38 38 +5 +5
8 4 13700 31% 38 38 +5 +5
8 5 14100 30% 38 38 +5 +5
8 6 14500 29% 38 38 +5 +5
8 7 14900 28% 38 38 +5 +5
8 8 15300 26% 38 38 +5 +5
8 9 15600 24% 38 38 +5 +5
8 10 15900 22% 38 38 +5 +5