Updated 2024 October 11

Buying and Selling Arsenal

When characters want to acquire a new weapon, several factors influence its price.

Weapon Test Bonus

The cost of the test bonus depends on the value of the bonus the weapon grants to the attack test. This cost is calculated by multiplying the value of the bonus by 20.

The value of the test bonus for a weapon must be between -3 (penalty) and +3.

If the bonus is negative (penalty), the cost becomes a discount.

Test Bonus Cost = Test bonus x 20

For example, a sword granting a +3 bonus to its attack test using Strength (STR+3) will cost 60 NX (3 x 20). The cost of its damage and any special effects must still be determined.

If another sword gives a -1 penalty to its attack test, it will receive a 20 NX reduction on its final price.

Equipment Bonus

Equipment is generally used in the secondary hand and does not provide an attack but can grant various bonuses, such as defense bonuses (Def PHY or Def MAG) or attack bonuses (Melee/Ranged/Magic Attack).

Bonus Cost = Bonus Value x 20

For example, a grimoire granting +2 to Magic Attack would cost 40 NX (2 x 20).

Some equipment may have other effects, such as regenerating Magic Points (MP) at the cost of a free action (F). This particular effect is considered a special effect rather than an equipment bonus.

Weapon Damage

The cost of damage is defined by adding two elements:

  • The number of dice rolled multiplied by the value of the die;
  • The damage bonus multiplied by 20.

The number of damage dice must not exceed 3 (4 for two-handed weapons).

The value of the damage bonus must be between -5 and +5. If this bonus is negative (penalty), the cost of the damage bonus becomes a discount.

Below is a table listing each die along with its associated value:

DieD4D6D8D10D12
Value406080100120

Damage Cost = (Number of Dice x Die Value) + (Damage Bonus Value x 20)

Special Effect

Each weapon or piece of equipment can have a special effect that varies in power and utility.

For example, equipment providing other types of bonuses such as Magic Point (MP) regeneration in exchange for a simple attack (A) is considered a special effect.

A flaming sword that adds 1d4 Fire damage in addition to its normal damage is also considered a special effect.

A weapon or equipment can only have one special effect.

The value assigned to a special effect is left to the discretion of the GM, based on the relevance and power of the effect.
This value may be negative if the special effect acts as a penalty or limitation (for example, to balance high damage).

Special Effect Value = GM's discretion

Final Price

The total cost of a weapon or piece of equipment is obtained by adding together all the parameters we’ve covered.

For a weapon:

Total = Test Bonus Cost + Damage Cost + Special Effect Value

Suppose you want to offer the following weapon for sale: Longsword STR+2 DM 1d8+2 (no special effect).

  • Test Bonus Cost (+2): 2 x 20 = 40 NX
  • Damage Cost (1d8+2): (1 x 80) + (2 x 20) = 100 NX
  • Special Effect Value: 0 NX (no special effect)

Total Cost = 40 + 100 + 0 = 140 NX

For equipment:

Total = Equipment Bonus Cost + Special Effect Value

Suppose you want to offer the following equipment for sale: Bracers +2 Melee Attack.

  • Test Bonus Cost (+2): 2 x 20 = 40 NX
  • Special Effect Value: 0 NX (no special effect)

Total Cost = 40 + 0 = 40 NX

Resale Price

The resale price of a weapon or piece of equipment is set at 50% of its value, rounded in the merchant's favor.