Posted June 25, 2011
Store
Last updated: 7/4/11
Gold:
Lewendor: 70
Xirdneh: 53
Jack the Knife: 100
Arc'Nak'Kar: 13
White Elk: 0
Exile: 0
Milkman: 0
Sly: Shortsword (worth 38 if sold), 100 gold
Heroditus: 12
Selling Goods
The store will purchase back any goods at 75% of their price, with the exception of potions.
Basic equipment
1. Weapon Slot.
Cost: 50 gold
Information: Allows you to equip an extra weapon. Unless otherwise indicated, each character may equip a maximum of 3 weapons. To equip two weapons, you need to buy one weapon slot. To equip 3 weapons, you need to buy two weapon slots. Weapon slots are NOT added to your inventory.
2. Potion container.
Cost: 75 gold
Information: Allows you to carry a max of 5 potions. Unless otherwise indicated, each character may carry a max of 2 potions. The potion container allows you to carry 5. DO add potion container to your inventory, along with blank slots for up to 5 potions. Unless otherwise indicated, you may only equip ONE potion container. When you have a potion container, your inventory should look like this:
Potion container
1.
2.
3.
4.
5.
3. Backpack.
Cost: 75 gold.
Information: Allows you to carry an additional 6 items. Unless otherwise indicated, each character may carry 3 non-potion items. Use of the backpack means you can carry a total of 9. DO add backpack to your inventory, along with blank slots for an additional 6 items. Unless otherwise indicated, you may only equip ONE backpack.
When you have a backpack, your inventory should look like this:
Backpack
1.
2.
3.
4.
5.
6.
7.
8.
9.
Equipment (Things you wear)
1. Light Gauntlets (Hands)
Cost: 75 gold
Information: All classes. Damage modifier: +1d6 on melee attacks.
2. Basic Helm (Head)
Cost: 50 gold.
Information: All classes. Armor modifier: +1.
3. Leather Armor (Body)
Cost: 50 gold.
Information: All classes. Armor modifier: +1.
4. Leather Shield (One-arm)
Cost: 50 gold
Information: All classes. Armor modifier: +1. May not be used with a two-handed weapon.
5. Superior Leather Shield (One-arm)
Cost: 75 gold
Information: Knights only. Armor modifier: +2. May not be used with a two-handed weapon.
6. Missile Bracers. (Hands)
Cost: 75 gold
Information: All classes. Damage modifier with missiles: +1d6.
More equipment coming soon....
Items (Non-potion stuff for your inventory/backpack)
1. Grappling Hook
Cost: 100 gold
Information: May be used to scale small walls and cliffs. Remains in inventory after use.
2. Strings
Cost: 50 gold.
Information: May be used to tie items together, bind wrists, etc. Also a necessary component for raft building. Discarded after use, unless recovered.
3. Small Oar
Cost: 50 gold.
Information: Necessary component for steering rafts, canoes and other small vessels. Remains in inventory.
4. Hatchet
Cost: 50 gold
Information: May be used to chop up small items, especially wood. Remains in inventory.
5. Anti-venom Kit
Cost: 50 gold
Information: Eliminates 1 "layer" of poison. Discarded after use.
6. Rope
Cost: 75 gold
Information: Useful for rescuing people from the depths, tying objects together tighter than string would, bridging heights (provided someone is there to catch the rope), etc. Discarded after use, unless recovered.
7. Compass
Cost: 100 gold
Information: Useful for those who have become lost. Remains in inventory.
8. Whistle
Cost: 75 gold
Information: Useful for alerting allies to your position. Remains in inventory after use.
9. Lantern (with oil)
Cost: 100 gold
Information: Useful for finding your way in the dark. Remains in inventory after use.
10. Matchbox
Cost: 25 gold
Information: Necessary to light any fire, including a lantern. Discarded after use.
11. Mask
Cost: 75 gold
Information: Prevents one from inhaling toxic fumes or dust. Remains in inventory.
12. Skeleton Key
Cost: 75 gold
Information: May provide access to hidden locations. Rogues retain the item after use. For other classes, it is discarded after use.
13. Shaded Goggles
Cost: 75 gold
Information: Helps the wearer see better in extra bright conditions or in snowy areas. Remains in inventory after use.
14. Demolition Kit
Cost: 50 gold
Information: Useful for detonating small structures, such as walls. Requires matchbox to use. Discarded after use.
15. Snorkel
Cost: 75 gold
Information: May be used to survey underwater locations. Remains in inventory after use.
Weapons:
Mage only:
1. Quarterstaff
Damage modifier: +2
Range: 1
Type: blunt, melee, two-handed
COST: 50 gold
2. Darts
Damage modifier: 0
Range: 2
Type: ranged, missile, one-handed
COST: 50 gold
3. Sling
Damage modifier: -1
Range: 3
Type: ranged, missile, one-handed
COST: 50 gold
Rogues only:
1. Dagger
Damage modifier: 0 at 1 range, +4 at 0 range
Range: 1
Type: sharp, melee, one-handed
COST: 50 gold
2. Shortsword
Damage modifier: +2
Range: 1
Type: sharp, melee, one-handed
COST: 50 gold
3. Shortbow
Damage modifier: -2
Range: 2
Type: ranged, missile, two handed
COST: 50 gold
Warriors only:
1. Mace
Damage modifier: +3
Range: 1
Type: blunt, melee, one-handed
COST: 50 gold
2. Longsword
Damage modifier: 0
Range: 2
Type: sharp, melee, two-handed
COST: 50 gold
3. Longbow
Damage modifier: -3
Range: 3
Type: ranged, missile, two handed
COST: 50 gold
Potions:
1. Potion of Minor Healing
Cost: 40 gold
Restores 5HP.
Last updated: 7/4/11
Gold:
Lewendor: 70
Xirdneh: 53
Jack the Knife: 100
Arc'Nak'Kar: 13
White Elk: 0
Exile: 0
Milkman: 0
Sly: Shortsword (worth 38 if sold), 100 gold
Heroditus: 12
Selling Goods
The store will purchase back any goods at 75% of their price, with the exception of potions.
Basic equipment
1. Weapon Slot.
Cost: 50 gold
Information: Allows you to equip an extra weapon. Unless otherwise indicated, each character may equip a maximum of 3 weapons. To equip two weapons, you need to buy one weapon slot. To equip 3 weapons, you need to buy two weapon slots. Weapon slots are NOT added to your inventory.
2. Potion container.
Cost: 75 gold
Information: Allows you to carry a max of 5 potions. Unless otherwise indicated, each character may carry a max of 2 potions. The potion container allows you to carry 5. DO add potion container to your inventory, along with blank slots for up to 5 potions. Unless otherwise indicated, you may only equip ONE potion container. When you have a potion container, your inventory should look like this:
Potion container
1.
2.
3.
4.
5.
3. Backpack.
Cost: 75 gold.
Information: Allows you to carry an additional 6 items. Unless otherwise indicated, each character may carry 3 non-potion items. Use of the backpack means you can carry a total of 9. DO add backpack to your inventory, along with blank slots for an additional 6 items. Unless otherwise indicated, you may only equip ONE backpack.
When you have a backpack, your inventory should look like this:
Backpack
1.
2.
3.
4.
5.
6.
7.
8.
9.
Equipment (Things you wear)
1. Light Gauntlets (Hands)
Cost: 75 gold
Information: All classes. Damage modifier: +1d6 on melee attacks.
2. Basic Helm (Head)
Cost: 50 gold.
Information: All classes. Armor modifier: +1.
3. Leather Armor (Body)
Cost: 50 gold.
Information: All classes. Armor modifier: +1.
4. Leather Shield (One-arm)
Cost: 50 gold
Information: All classes. Armor modifier: +1. May not be used with a two-handed weapon.
5. Superior Leather Shield (One-arm)
Cost: 75 gold
Information: Knights only. Armor modifier: +2. May not be used with a two-handed weapon.
6. Missile Bracers. (Hands)
Cost: 75 gold
Information: All classes. Damage modifier with missiles: +1d6.
More equipment coming soon....
Items (Non-potion stuff for your inventory/backpack)
1. Grappling Hook
Cost: 100 gold
Information: May be used to scale small walls and cliffs. Remains in inventory after use.
2. Strings
Cost: 50 gold.
Information: May be used to tie items together, bind wrists, etc. Also a necessary component for raft building. Discarded after use, unless recovered.
3. Small Oar
Cost: 50 gold.
Information: Necessary component for steering rafts, canoes and other small vessels. Remains in inventory.
4. Hatchet
Cost: 50 gold
Information: May be used to chop up small items, especially wood. Remains in inventory.
5. Anti-venom Kit
Cost: 50 gold
Information: Eliminates 1 "layer" of poison. Discarded after use.
6. Rope
Cost: 75 gold
Information: Useful for rescuing people from the depths, tying objects together tighter than string would, bridging heights (provided someone is there to catch the rope), etc. Discarded after use, unless recovered.
7. Compass
Cost: 100 gold
Information: Useful for those who have become lost. Remains in inventory.
8. Whistle
Cost: 75 gold
Information: Useful for alerting allies to your position. Remains in inventory after use.
9. Lantern (with oil)
Cost: 100 gold
Information: Useful for finding your way in the dark. Remains in inventory after use.
10. Matchbox
Cost: 25 gold
Information: Necessary to light any fire, including a lantern. Discarded after use.
11. Mask
Cost: 75 gold
Information: Prevents one from inhaling toxic fumes or dust. Remains in inventory.
12. Skeleton Key
Cost: 75 gold
Information: May provide access to hidden locations. Rogues retain the item after use. For other classes, it is discarded after use.
13. Shaded Goggles
Cost: 75 gold
Information: Helps the wearer see better in extra bright conditions or in snowy areas. Remains in inventory after use.
14. Demolition Kit
Cost: 50 gold
Information: Useful for detonating small structures, such as walls. Requires matchbox to use. Discarded after use.
15. Snorkel
Cost: 75 gold
Information: May be used to survey underwater locations. Remains in inventory after use.
Weapons:
Mage only:
1. Quarterstaff
Damage modifier: +2
Range: 1
Type: blunt, melee, two-handed
COST: 50 gold
2. Darts
Damage modifier: 0
Range: 2
Type: ranged, missile, one-handed
COST: 50 gold
3. Sling
Damage modifier: -1
Range: 3
Type: ranged, missile, one-handed
COST: 50 gold
Rogues only:
1. Dagger
Damage modifier: 0 at 1 range, +4 at 0 range
Range: 1
Type: sharp, melee, one-handed
COST: 50 gold
2. Shortsword
Damage modifier: +2
Range: 1
Type: sharp, melee, one-handed
COST: 50 gold
3. Shortbow
Damage modifier: -2
Range: 2
Type: ranged, missile, two handed
COST: 50 gold
Warriors only:
1. Mace
Damage modifier: +3
Range: 1
Type: blunt, melee, one-handed
COST: 50 gold
2. Longsword
Damage modifier: 0
Range: 2
Type: sharp, melee, two-handed
COST: 50 gold
3. Longbow
Damage modifier: -3
Range: 3
Type: ranged, missile, two handed
COST: 50 gold
Potions:
1. Potion of Minor Healing
Cost: 40 gold
Restores 5HP.
Post edited July 08, 2011 by stoicsentry