Solaris RPG
Item Rules

Items in Solaris RPG are consist of anything of importance that a character carries around with him/her. Items in Solaris RPG range from weapons and armors to rings and jewelry to books and clothing as well as more complex things like gadgets, and widgets. All items in Solaris RPG consist of a name, description, and special attributes section.

Jewelry of Solaris RPG
Jewelry consists of pretty much anything one might expect to be considered as, well, jewelry. This means that necklaces, amulets, rings, pendants, earrings, nose rings, etc... all fit into this category. We'll keep this simple and to the point. Items in this category can do one of two things, A) they can add special attributes, such as certain types of stat points, PL, etc to a character that has them equipped and B) they do absolutely nothing else but cosmetically add flavor to your characters description.

Early on, some items in this category may only be able to do B, while later, a character could have an item enchanted by an enchanter in market to give it some added flare. While characters can trade type B jewelry to other characters, they may not trade type A jewelry to other characters. They can however sell type A jewelry to the market for extra credits, or just keep it.

On a final note, in order for a character to gain special attributes from an equipped item, he/she must be wearing it. We do get technical enough to say that if, during a battle, a finger with an item that added strength to a character was chopped off, he would actually lose the (strength) gain from it. When items are permanently lost during RP, or a battle, they must be reported in the post's tag on the forum... and that about sums it up for this category of item in Solaris RPG.

When you're trying to figure up your characters individual stats make sure you remove all points added to your characters stats by items and other things are removed from your characters power level before trying to figure out each individual stat. If you do not remove points that are given to your character by items and said materials before figuring up each individual stat then your characters stats will be COMPLETELY off.

EXAMPLE:
Your character has 40,000 PL and he has a ring or item that adds 5,000 points to his STR points. First of all you should subtract the additional 5,000 points given to your characters overall power level by the item. This would show your character at 35,000 points total. You then figure up each individual stat going by your characters job class. (We'll say that your characters normal STR stat is 8,750 points.) After this you would simply add your characters REAL STR points to the additional STR points given to it by the ring or item. So it would be 8,750 + 5,000, which in turn is 13,750. Therefore your characters STR rating with the ring on is 13,750 points and without the ring it is 8,750 points. Simple huh?
Jewelry are really the only form of item in Solaris RPG that should add to a characters stats, weapons and armors should not.

Gadgets of Solaris RPG
Gadgets and other electronic devices in Solaris RPG are certainly more rare in recent times because of the event known as the Second Flux, but they still have their place in the world. Items such as these are sometimes found through role playing, or bought from Scientist type characters who've made them. They consist of anything from a watch, to a miniature computer device, to things like the “Communications Kiosk” which is located in the Arena of Elyndrel Village. These types of items only exist for the purpose of adding an extra element of role play. Sometimes characters will use a device given to them by a Scientist to help scan for a certain type of item they might be searching for to complete a quest, or perhaps a character may need a device to send a message to his friend many miles away. Many things can fit into this category, but they only have the purpose of making RP a bit more interesting. These items never have "Special Attributes" of any kind.

Weapons of Solaris RPG
Weapons in Solaris RPG consist of pretty much anything the player can possibly imagine for their character. In the beginning all characters start out with basic starter weapons but later on they can sometimes manage to get much nicer custom weapons. Pretty much anything fits in this group except guns (guns were banned from Solaris RPG). This group is very large and consists of everything from melee weapons such as bladed weapons (swords, knives, daggers, etc) to staffs, axes, and hammers to ranged weapons such as bows and arrows.

Weapons have a name and a description, obviously we already know what a name is but the description needs to have plenty of details, such as weapon size, weight, materials, etc. Weapons also have a “Special Attribute” of attack power, which is shown as ATT. ATT is how much damage a weapon does when it hits another character or his armor. To keep things less complicated, weapons may only have an ATT stat and no DEF stat. However, they can also have other special additions such as added amounts of fire elemental damage (just an example) to anything else an Enchanter can add to them. On a final note, only a Blacksmith can upgrade metal weapons such as swords and axes while a Craftsman upgrades wooden weapons like staffs, rods, and bows. The same goes for armors in Solaris RPG.

Armors of Solaris RPG
Armors of Solaris RPG can be any of the following categories: cloth, leather, mail, plate, and custom. We say custom because sometimes players can think up some pretty surprising things down the road, so we leave it open. When it comes down to it though, all player created items must be approved by staff members before they can be made. (The same thing goes for weapons!) Armors can be made of many different types of materials, which should be listed in their description, and certain materials may carry better benefits than others. This is all determined in the guides for specific shops in the rest of the rules though. Armors all have Special Attributes listed, such as their defense (DEF) stat, and on some occasions the enchantments to protect against certain types of elemental damages or other additions. Besides things that are worn as armor, shields also fall into this group.

Special Attributes
The Special Attributes section of an item description is probably the most important part. It is included at the end of every item, weapon, or armor description in Solaris RPG. It explains exactly what the item can do, and it keeps things short and simple for players that need to check things quickly. Usually only the most important information is included in the Special Attributes section and it's always broken into several different categories. These categories are explained in further detail in the following paragraphs. Remember that some items may not have a Special Attributes section, while others may have some of the following categories but not all, and some may be fully loaded with everything under the sun.

ATT/DEF: All armor and weapons in Solaris RPG have either an ATT (attack rating) or a DEF (defense rating) stat shown. The exact details of how much ATT and DEF certain weapons and armors can have are explained in further detail in the Market Guide. For information on how ATT and DEF stats work with STR and END stats during a battle, please refer to the Battle Guide. All weapons and armors should have either an ATT or DEF attribute.

Class: All weapons and armors have a “class” which is explained further in the Market Guidelines, specifically the Blacksmith and Craftsman Shop sections. There are several classes of weapons: light, medium, heavy, and ranged as well as several classes of armors: light, medium, heavy, shield/buckler. All weapons and armors should have one of the previously mentioned classes.

Notes: This section isn't always shown on items, especially weapons and armors. This section is for enchantments, such as indestructible, element-to-HP absorption, deflection properties of certain types of energies, etc. This section can range significantly from item to item, but most of the time it's pretty self explanatory. Most of the time, this section shows properties given to items, weapons, and armors by the Enchanters Shop.

Getting Items
Most of your characters items can be bought, sold, or traded. Items are sold at item shops, such as the Craftsman Shop, and different item shops have different items. All items that raise a certain stat or heal so much of your characters health will explain how much the items restores in its description. Any item bought from the Central Market will have a description that gives all information about the item, what it does, where it came from and any other important information that is needed to use the item properly. Remember that certain items and accessories are only available from the Central Market in the modern days of Solaris RPG, such as stat raising jewelry.

Custom Items
Sometimes what's in the market just isn't good enough for some of us. This is the point when we need a custom item, weapon, or armor. To receive a custom item a character must take a quest to gather the materials needed for the item in the Quest Guide. Completing a material quest is the only way to receive a custom item. After you have the materials you must find a Blacksmith or Craftsman to create the item. The price for a custom item varies depending on the maker and a material gathering quest must be completed for each custom item.

Making Items
Certain job classes are allowed to create items, weapons, and armors in Solaris RPG. This means that at a certain point some players will be able to sale stat raising jewelry to other characters. Keep in mind that before any of these types of items can be sold they must be accepted by administration.

Making items to sell in the Central Market is fairly simple and basically requires a few key pieces of information: name, description, creator, price, and its stats listing (if any). It's not that complicated and rather than go into extreme detail I'll leave it as is. Just remember that the description should always include all of the physical characteristics of the item/weapon/armor, a bit of history about it, and its primary uses. Administration will explain to you whats wrong if you want to create something and send us a bad item.

Disallowed Items/Weapons/Armors
Basically, not everything is allowed in Solaris RPG. Due to problems that have occurred over the years and a lot of problematic situations, it has been decided that certain things will permanently be banned from the game. However, a certain times some players that prove responsible enough may have the permission to use a specific type temporarily for story purposes and such.

  1. Spell Books - It has been decided that only under special circumstances that spell books type items be allowed in Solaris RPG. This is null for characters with Wizard and Sorceress type classes in special cases. One thing is for sure though, new characters cannot have them.


  2. Guns - All types of firearms have been completely removed from Solaris RPG. This rule may change down the line, but the game has been plagued by poor usage of these types of weapons ever since the beginning.


  3. Stat Raisers - Don't even bother sending in an item that raises your characters power level or specific stats anymore, it won't be acceptable. The only things that are allowed to raise a characters stats, either permanently or temporary are items that have been deemed acceptable by administration and have been placed for sale on the Solaris RPG Central Market.


  4. Potions - No potions or other items that can be suddenly used right in the middle of a battle are allowed. In a text-based role playing game this makes things incredibly hard to figure out sometimes, so we don't allow anything of this nature to be used anymore. If you can't heal yourself with an ability you are out of luck during the middle of a battle.


  5. Ridiculous Weaponry/Armors/Items - It's happened! Sixteen foot swords are now completely banned. Actually, any item, armor, or weapon that an administrator feels is ridiculous and too far fetched simply won't be allowed anymore.


  6. Near Copies - "But wait! That was my idea!" If anyone gets the distinct feeling that an item, weapon, or armor that they have thought up has been copied and the administrators decide that it is a copy, it will be removed or required to be changed NO QUESTIONS ASKED. Don't copy!

The above list will eventually grow as the game grows and progresses so new item types may be added later on.

Maximum Capacity
There has been a problems in the past with characters having too many items, and so therefore, there is enforcement on the number of items that one character can have at any point. Just like there is a maximum number of abilities, there too is a maximum for items. Unlike the ability limit, this rule is strictly OOC; meaning that it is possible for the rule to be 'temporarily broken' on certain, staff-approved instances.

Characters may have the following maximum of item types at a single point in time: three weapons (defined as any item with an ATT attribute), three armors/shields (defined as any item with a DEF attribute), four stat increasing or altering accessories (such as enchanted jewelry), and as many other items as needed. Overall, a character may not have more than fifteen items on his or her person at a single time. An item which has both an ATT and DEF attribute takes up a slot of both one weapon and one armor (but only counts as one item toward the total of fifteen).

At level 30 characters gain the added perk of having a type of storage locker or as we call them, a Backpack, for a small fee. Characters can keep up to twenty extra items, weapons, armors, and accessories in this storage unit. The twist is that characters will be unable to gain any benefits from these items while they are placed in storage. A character could fill up their entire Backpack with weapons but would be unable to switch to any of them during a battle. Items in the backpack can be used for role playing purposes only while stored. Also, we don't mind if you decide to switch an item out storage with a current item, but don't make it a habit of wanting to switch between them constantly.

If at any point a character is in breach of these rules, then it is the player's responsibility to fix the problem as soon as possible. If your character comes across a weapon on a quest and therefore has four, it is required that one of the weapons is gifted away to another, sold, discarded or moved into storage (backpack). A character who is full of items can accept a gift from another character as long as the player has the intention of soon rectifying the problem.

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