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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.
Post edited July 08, 2011 by stoicsentry
Should the anti-venom kit be changed to

"Stops continued damage from poison"?

That way with how Poison was changed it leaves the damage that was previously done but keeps it from doing more damage.
avatar
Sielle: Should the anti-venom kit be changed to

"Stops continued damage from poison"?

That way with how Poison was changed it leaves the damage that was previously done but keeps it from doing more damage.
Yep, thanks. It was before the changes. That's the trickiest thing here - to be honest, doing all the "retcon"
avatar
Sielle: Should the anti-venom kit be changed to

"Stops continued damage from poison"?

That way with how Poison was changed it leaves the damage that was previously done but keeps it from doing more damage.
avatar
stoicsentry: Yep, thanks. It was before the changes. That's the trickiest thing here - to be honest, doing all the "retcon"
No doubt. BTW have you considered using a wiki over the blog site?
avatar
stoicsentry: Yep, thanks. It was before the changes. That's the trickiest thing here - to be honest, doing all the "retcon"
avatar
Sielle: No doubt. BTW have you considered using a wiki over the blog site?
Haven't had any experience with that kind of thing yet. Is it tricky? What would be the benefit?
avatar
stoicsentry: Haven't had any experience with that kind of thing yet. Is it tricky? What would be the benefit?
Let me see what I can come up with, if you're at least willing to look at the option I'll spend the time researching it. :)

The advantage would be much better organization of pages, rather than just a list of last edited.
avatar
stoicsentry: Haven't had any experience with that kind of thing yet. Is it tricky? What would be the benefit?
avatar
Sielle: Let me see what I can come up with, if you're at least willing to look at the option I'll spend the time researching it. :)

The advantage would be much better organization of pages, rather than just a list of last edited.
Ok, sounds good
Bump!
When equipping two weapons does that allow us to attack with two weapons or is it just to allow us variety with our weapons during combat?
avatar
swizzle66: When equipping two weapons does that allow us to attack with two weapons or is it just to allow us variety with our weapons during combat?
Just variety for now. So you can switch weapons for a different range.

Figuring out how to dual wield is something I'm working on, probably a Berserker/Rogue type thing, but I'm working on it. Ideally it would be in place already but it's a bit tough.
Post edited June 26, 2011 by stoicsentry
For now, i'll just purchase a basic helm and leather armor.
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swizzle66: For now, i'll just purchase a basic helm and leather armor.
Got it. That will leave you with 100 gold.
I'm buying Missle Bracers and Basic Helm.
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fexen: I'm buying Missle Bracers and Basic Helm.
Added.
Do the Light Bracers only affect melee damage dealt with hands? Or do weapons use it, too?