CMP Posted November 18, 2011 Posted November 18, 2011 (edited) Down a winding lane of Eubric, a large structure, made of hardened clay, emblazoned in the finest gold, is apparent, casting an imposing shadow on the other, pitiful buildings nearby. Inside the ebony double doors is a network of tunnels, both above and below ground. In the main hall sits the most important artifacts, not to mention a Rockling of Garnet and rock, wearing a silken top hat and with a maple cane stumping around the halls. He blinks hard at the new arrival, shuffling over to greet them, adjusting his hat, an air of flustered antiquity about him. "Right...er, well, welcome to the Eubric Treasury of Artifacts!...and some other stuff that people don't have anywhere else to put, but that's just for the..." cough "...tax deduction...anyway! I'm Professor J'yod, that's pronounced Y-O-D-E. I have degrees in archaeology and artifact identification, magic and otherwise, from the Academy of Enlightenment, and am the owner and curator of this building. Allow me to take you on a tour..." Quests 1 - 47, 49, 51 Exhibit the First - Quest Items Exhibit the Second - Consumables Exhibit the Third - Equipment and Loot Exhibit the Fourth - Simple Weapons Exhibit the Fifth - Advanced Weapons Exhibit the Sixth - Artifacts Edited March 30, 2014 by CallMePie Quote
CMP Posted November 18, 2011 Author Posted November 18, 2011 (edited) Quest Items I - Maps/Images II - Quest Items Quest Items are objects found in one specific quest, without purpose outside of them. I - Maps/Images A collection of maps, often drawn up for heroes while questing in a specific area. A Concoction to Restore a Fractured Soul - A list of ingredients that successfully restored the soul of Grand Wizardine Zelda Ziegfried. (Quest 15) Academy of Enlightenment Map - The design of the esteemed academy for the heroes of Quest 10. Advanced Automaton Assembly Diagrams - Instructions to construct a construct. (Quest 51) Corn Maze Map - A map of local farmer Old Mack Donald for the benefit of the heroes of Quest 1. Letter to Priestess Mandra Melifano - A message to the leader of House of Ennoc's Children concerning Mandric Melifano. (Quest 49) Lion Knight Camp Map - A crude drawing of one of the Lion Knights' camps. (Quest 4) Map of Adrarenad - A map of Adrarenad village. (Quest 25) Map of Maw-Hax - A map of the barbarian elf village of Maw-Hax, for the heroes of Quest 22. Map of Maw-Hax and the Surrounding Land Map - A larger, detail map of the land surrounding Maw-Hax village, with explored areas outlined. (Quest 22) Map of Nahrees - A map of Nahrees, religious city of the Children of Akkaba. Map of Triad Park - A map of Eubric's frequented triangular-shaped park, for the heroes of Quest 34 to find Count Noctus Shadeaux. Map of Uland - A map of Eubric Freeport and the surrounding island for the heroes of Quest 4. Mysterious Map - A map of an unknown location nearby the citystate of Strivvi. (Quest 40) Note - A message to the heroes of Quest 27 from a gang of bank robbers. Portrait of a 'Snowy Person' - An abstract, modernist depiction of one of the 'snowy people' troubling Maw-Hax village. (Quest 22) Portrait of Zelda Ziegfried - A portrait depicting the Grand Wizardine of the Ziegfrieds, shown to the heroes of Quest 3. Random Facts About Our Solar System - A titular note which the heroes of Quest 10 found greatly convenient. Shadeaux Warehouse Map - A map of the Shadeaux family's warehouse as infiltrated by the heroes of Quest 2. Shipping Logs - A record of ships passing in and out of Eubric. (Quest 51) Wanted Poster - Barr Handle - A wanted poster showing off the ugly face of Wolfgang lieutenant Barr Handle, decapitated in Quest 23. Wanted Poster - Donny Dozenhands - A poster bearing the visage of infamous thief Donny Dozenhands, for the heroes of Quest 6. Wanted Poster - Violetta the Cat Burglar - A poster bearing the bemasked profile of cat burglar Violetta, for the heroes of Quest 33. Ziegfried Manor Map - A map detailing the layout of the exquisite abode of the Ziegfried family, hand-drawn by bestial butler Schuester for the heroes of Quest 3. II - Quest Items For items important to a quest, but without meaning outside of them. "Aguste of the Magical Beings" - A book detailing the creation of a special potion. (Quest 25) Bag of Holding - A bag with infinite volume and a set weight, one of many treasured artifacts of Began Drakes used by the heroes of Quest 27 to make a delivery to Sir Favorious. Barr Handle's Head - I hate my job the decapitated head of the Wolfgang oh Ennoc this is so gross lieutenant Barr Handle why couldn't we just make a cast?! Black Globe - A dark, polished orb that feels cold to the touch. Represents Spyrium. (Quest 10) Black Key - A dark key to a bank in Mistaria. (Quest 27) Blue Essence - A bottle of blue fluid used in alchemy. (Quest 36) Blue Potion - A potion that gives the drinker a permanent +1 to power. (Quest 29) Bottle of Beatle-Fire - One of many ingredients used to enchant a special sword. (Quest 25) Bottle of Glue - Used for sticking 2 things together...usually globes. (Quest 10) Bomb Components - Pieces used by a mechanically-savvy Progg runt to build explosives. (Quest 36) Brass Key - Opens a brass lock within Jolly Roger's Grotto. (Quest 15) Brewer's Book - A guide to alchemic brewing techniques. (Quest 36) Bronze Key - Opens a bronze lock within Jolly Roger's Grotto. (Quest 15) Canteen Passport - Allows the hero passage in and out of the city of Adrarenad 3 times. Value: 10 gold. (Quest 25) Chest Key - A key that unlocks a chest int he Commerz bank vault. (Quest 36) Cultist Documents - Scraps of a journal written by Dmitri Finegold concerning cultist activity in Dastan. (Quest 29) Damaged Advanced Automaton Parts - A disassembled automaton, extra crispy. (Quest 51) Demonic Dust - Unholy ash left behind by a banished demon. (Quest 14) Dwarven Key - Opens dwarven lock within the Inn of the Winking Gargoyle. (Quest 28) Essence of Obsidian - A liquid of average viscosity, average volatility, average weight, average density, average refractive index, average flammability, average polarizability, average solubility, and is colored an average black. (Quest 11) Fallen Leaf - A leaf dropped by Sandy, a sand worm serving as a guardian to children. (Quest 32) Final Key - The key to the Death Progg's chamber. (Quest 36) Gold Staff - One of three treasures of the Great Desert of Abra. (Quest 8) Gold Gem - One of three treasures of the Great Desert of Abra. (Quest 8) Gold Crown - One of three treasures of the Great Desert of Abra. (Quest 8) Golden Globe - A shiny orb covered with leaf gold. Represents Exofors. (Quest 10) Golden Scorpion Venom - Poison extracted from a rare breed of scorpion, used by heroes of Quest 14 to help heal Zelda Ziegfried. Green Essence - A bottle of green liquid using in alchemy. (Quest 36) Green Potion - A potion with no effect. (Quest 29) Half of a Brown Globe - A fractured half of a polished orb with some sort of map carved on the surface. Represents (half of) Galidoor. (Quest 10) Half of a Gray Globe - A broke half of a gray orb that has a map carved on the surface. Represents (half of) Olegaia. (Quest 10) Ivory Key - A fancy key used to unlock a door in the Commerz bank vault. (Quest 36) Jester Hat - Improves targeted NPC's Condition, owned by Oliveri Szalinski. (Quest 12) Parasol - A parasol carried by Peggy, renowned pony of myth to children of Ve'er. (Quest 32) Jurn's Potion - A potion created to delay the effects of the Darkstar by local small-town alchemist Jurn. (Quest 13) Key 1 - A key to a door in the Commerz bank robbers bank vault. (Quest 36) Key 2 - A key to a door in the Commerz bank vault. (Quest 36) Key 3 - A key to a door in the Commerz bank vault. (Quest 36) Key 4 - A key to a door in the Commerz bank vault. (Quest 36) Key 5 - .A key to a door in the Commerz bank vault. (Quest 36) Last Wish Powder - Whoever has consumed it will turn undead if they are killed within a day's time. (Quest 14) Magic Stones - 9 smooth stones, one for each element, useful for magic doors. (Quest 22) Magical Parchment - Special paper used to design new rune spells. (Quest 25) Nocturne Amorella - The flower of a magical flower that only blooms during the night. (Quest 14) Piece of Oatmeal Cookie - Restores targeted NPC's Condition to GOOD. Oversized as a result of shrinkage. (Quest 12) Potion 1 - One of a trio of potions used in the enchanting of a sword. (Quest 25) Potion 2 - One of a trio of potions used in the enchanting of a sword. (Quest 25) Potion 3 - One of a trio of potions used in the enchanting of a sword. (Quest 25) Purple Potion - A potion that givers the drinker +1 to maximum health. (Quest 29) Red Globe - A polished red orb with a hole. Represents Belvel. (Quest 10) Red Potion - Gives the drinker the Poisoned effect. (Quest 29) Rusty Blue Key - Opens a door in the basement of a questionable potion salesman. (Quest 25) Rusty Red Key - Opens a door in the basement of a questionable potion salesman. (Quest 25) Rusty Yellow Key - Opens a door in the basement of a questionable potion salesman. (Quest 25) Scroll Tube - A capped tube containing receipts for several boxes needed for pick-up and delivery by the heroes of Quest 27. Signor Brickough's "Maladies of the Brick" - Signed first edition of Brickough's treatsie on all illness, malady, and ailment within Ennon, the Free Islands, and the surrounding country. Destroyed in Quest 11 to preserve the secret of the Gray Plague. Sled - Pried from the flaming ruins of Snowy, a flame-throwing being revered by children for its protection. (Quest 32) Small Ale - A tasty beverage low in alcohol. Value: 2 gold. (Quest 35) Snow Ruby of Helvetia - A ruby with an intriguing crystallographical structure. (Quest 11) Strivvian Keystone - An ancient emerald created by magic to open/close an otherwise impenetrable vault on the island of Strivvi. (Quest 23) Timekeeper - Prized possession of Began Drakes, that rings every hour to denote the time. (Quest 27) Torch - A torch from the wall of one of many of Eubric's sewers. (Quest 27) Toy Lamb - Fluffy toy dropped by Buzzy, oversized bee and famed by many children of Ve'er. (Quest 32) Turkey Leg- A tasty snack. Value: 1 gold. (Quest 35) Two-Piece Turkey Leg and a Biscuit- A filling meal. Value: 2 gold. (Quest 35) Uncut Sapphire - An elemental gem in its crude form. (Quest 22) Uncut Ruby - An elemental gem in its crude form. (Quest 22) Uncut Opal - An elemental gem in its crude form. (Quest 22) Uncut Garnet - An elemental gem in its crude form. (Quest 22) Uncut Emerald - An elemental gem in its crude form. (Quest 22) Uncut Diamond - An elemental gem in its crude form. (Quest 22) Uncut Aquamarine - An elemental gem in its crude form. (Quest 22) Uncut Amethyst - An elemental gem in its crude form. (Quest 22) Uncut Topaz - An elemental gem in its crude form. (Quest 22) Undead Unicorn's Horn - A potent trophy with a twisted nature. (Quest 14) Vault Key - The key to a Mistaria bank vault. (Quest 27) Wanted! Ad - A bounty note for the deaths of the heroes of Quest 4. Water Canteen - A canteen of once ridiculously overprice water, paid for by the market wizards of Quest 8. Wizard Rum - A drink many wizards find themselves partial to. (Quest 25) Yellow Essence - A bottle of yellow goop used in alchemy. (Quest 36) Edited April 16, 2013 by CallMePie Quote
CMP Posted November 18, 2011 Author Posted November 18, 2011 (edited) Consumables I - Common Consumables II - Restorative Consumables III - Offensive Consumables IV - Orcish Consumables V - Temporary Enhancement Consumables VI - Permanent Enhancement Consumables VII - Halloween Consumables VIII - Special Consumables Consumables take one turn to use in battle, and are destroyed on usage unless otherwise noted. I - Common Consumables Only objects sold at Portia's Potion Shack are listed here. Air Bomb – Causes 5 points of wind-elemental damage to all enemies, doubled if the target is weak to wind. Value: 10 gold. Ambrosia - Causes the reinforced-effect, double the target's defense for the duration of one battle. Value: 65 gold. Deadly Venom - Use on a weapon to cause the poisoned by 10 effect on every enemy it hits for the duration of one battle. Value: 50 gold. Dirt Bomb - Causes 5 points of earth-elemental damage to all enemies, doubled if the target is weak to earth. Value: 10 gold. Elixir – Restores 50 health and 10 ether to the target and removes all negative effects from the target during a battle. Value: 40 gold. Fire Bomb – Causes 5 points of fire-elemental damage to all enemies, doubled if the target is weak to fire. Value: 10 gold. Floral Bomb - Causes 5 points of wood-elemental damage to all enemies, doubled if target is weak to wood. Value: 10 gold. Grand Potion – Restores 25 health to the target. Value: 10 gold. Grand Tonic – Restores 15 ether to the target. Value: 30 gold. Holy Bomb – Causes 5 points of light-elemental damage to all enemies, doubled if the target is weak to light. Value: 10 gold. Ice Bomb – Causes 5 points of ice-elemental damage to all enemies, doubled if the target is weak to ice. Value: 10 gold. Lightning Bomb – Causes 5 points of lightning-elemental damage to all enemies, doubled if the target is weak to lightning. Value: 10 gold. Mead - Causes the Encouraged-effect, doubling the target's attack power for the duration of one battle. Value: 10 15 gold. Mulled Wine - Causes the Inspired-effect, doubling the target's current and maximum health for the duration of one battle. Value: 55 gold. Neutralizer - Removes all temporary effects from all allies and all opponents. Value: 50 gold. Nostrum - Causes the Lucky-effect, allowing the target to roll the battle die twice and get the better result of the two for the duration of one battle. Value: 20 35 gold. Phoenix Essence – Revives a fallen ally with full health during a battle. Value: 50 gold. Potion – Restores 10 health to the target. Value: 5 gold. Remedy – Removes all negative effects from the target during a battle. Value: 10 gold. Smelling Salts - Causes the Hastened-effect, allowing the target to act twice in one round for the duration of one battle. Value: 20 25 gold. Soma - Causes the Blessed-effect, allowing the target to recover 3 health at the end of every round for the duration of one battle. Value: 45 gold. Tiger Balm - (Grants immunity to all effects (positive and negative) for one battle.) Value: 100 gold. Tonic – Restores 5 ether to the target. Value: 15 gold. Water Bomb – Causes 5 points of water-elemental damage to all enemies, doubled if the target is weak to water. Value: 10 gold. Venom – Use on a weapon to make it cause a poisoned by 1-effect on any enemy it hits for the duration of one battle. A poisoned enemy loses 1 health each turn. Value: 5 gold. II - Restorative Consumables For use on yourself of an ally to heal health and/or ether, remove negative effects, and get the hero to top condition. Banana - Restores full health to the target. (Quest 15) Carrot - Restores 5 health to the target, 10 to rabbits. (Quest 49) Coconut Milk - Restores full health to the target. (Quest 18) Diluted Potion - A watered-down healing potion, heals 1 point. (Quest 34) Ether Core - Restores full ether to target. Value: 60 gold. (Quest 15) First Aid Kit - Restores full health and removes all negative effects from the entire party. (Grogmas) Health Core - Restores full health to target. Value: 20 gold. (First Anniversary Lottery) Magic Saucepan - Allows you to regain 5 health outside of battle 5 separate times. Can be used by multiple people. Value: 15 gold. (Quest 13) Milk - Restores 15 health and ether when consumed. (Fields of Glory) Oneupshroom Cap - Revives one fallen party member to full health during a battle. (Quest 27) Phoenix Incense - Revives all fallen allies with full health during a battle. (First Anniversary Lottery) III - Offensive Consumables For harming your opponent through ill effects or raw damage. Adrarenad Rum - This bitter rum deals the Blinded-effect when used on an opponent. Value: 15 gold. (Quest 25) Ale - When used on an opponent an a fire spell is cast on them, the opponent receives the Caught on Fire-effect, dealing damage equal to the current round. Value: 25 gold. (Quest 25) Bomb XX - A nefarious weapon designed by mercenary explosivist XX. Deals 30 damage to all enemies and 10 damage to all allies, ignoring SP and row. (Dastan Trilogy) Commerz Cannonball - Deals 10 damage to the target, along with a 1/6 chance to deal the Stunned-effect, and a 1/6 chance to deal the Confused-effect. (Quest 36) Earth Bomb - Causes 5 points of earth-elemental damage to all enemies, doubled if the target is weak to earth. Value: 10 gold. (Quest 26) Elven Bomb - Causes 5 points of damage to all enemies. (Quest 17) Flash Bomb - Causes Confused-effect to target for 3 turns. (Quest 18) Garlic Spray - A mixture of garlic, causing the badly-poisoned effect to vampires or those suffering from Le Malheur. (Quest 34) Hexed Idol - Causes the Hexed-effect to one humanoid enemy, making it act against an ally instead of the heroes for one turn. Breaks after one use. Value: 50 gold. (Quest 14) Minimizing Dust - Deals the Minimized-effect, reducing maximum power/level, HP, and ether to 10% of the normal. (Quest 27) Noxious Venom - Use on a weapon to make it cause the the badly poisoned- and confused-effects on any enemy it hits for the duration of one battle. (Quest 51) Paralyzing Venom - Use on a weapon to make it cause the Paralyzed-effect on any enemy it hits for the duration of one battle. Paralyzed enemies are unable to deal free hits. (Quest 23) Voodoo Chalice - When used, allows the hero to control an opponent for a single round. Value: 45 gold. (Quest 25) Wind Bomb – Causes 5 points of wind-elemental damage to all enemies, doubled if the target is weak to wind. Value: 10 gold. (Quest 26) Yellow Pellet - A gift from Lady Wren to the heroes of Quest 7, reducing maximum health by 3 until Remedied. (Quest 7) IV - Orcish Consumables The cheaper, the better...or so the greenskins say... Orc Elixir – Restores 50 health and 10 ether to the target and removes all negative effects from the target during a battle but at the cost of 2 Health. Value: 30 gold. (Quest 11) Orc Potion – Restores 10 health to the target but at the cost of 2 Health. Value: 3 gold. (Quest 11) Orc Remedy – Removes all negative effects from the target during a battle but at the cost of 2 Health. Value: 7 gold. (Quest 11) Orc Tonic – Restores 5 ether to the target but at the cost of 2 Health. Value: 10 gold. (Quest 11) Orc Venom – Use on a weapon to make it cause a poisoned-effect on any enemy it hits for the duration of two battles. A poisoned enemy loses 1 health each turn. Value: 7 gold. (Quest 11) V - Temporary Enhancement Consumables Special consumables with temporary effects. Deew Drink- Grants the target the Blessed effect, but lowers their level by 1/2. Value: 50 gold. (Quest 35) Demon Repellant - Makes the user impervious to direct attacks from demons for the duration of one battle. (Grogmas) Dragon Scale - A scale pried from the hide of a dragon. Grants the lucky- and blessed-effects upon use. (Dastan Quests) Flame-distilled Brandy - Grants the encouraged- and the immune to ice-effects for the duration of one battle. (Grogmas) Hurricane - This exotic drink grants the Hilariously and Luckily Drunk-effect, doubling the power of every attack, provided the consumer can state a pun related to his attack with every attack for the duration of one battle. (Quest 17) Jinxy Juicy - Grants the user the Jinxed-effect for the duration of one battle. Value: 5 gold. (Quest 35) Ladle of Goblin Gumbo - Causes Hastened-effect, brewed strong and nasty by a pair of goblins hired by Moranis Szalinski, but apparently resistant to being shrunk or regrown. (Quest 12) Mage Booster - When consumed, all elemental attacks that an opponent is strong against deals normal damage instead for the duration of one battle. Value: 25 gold. (Quest 25) Metasimian Ale - Has a 50% chance to give the user the Poisoned-effect or Encouraged-effect. Value: 300 gold on the black market. (Quest 23) Rito Feather - Grants the hastened- and blessed-effects for the duration of one battle upon use. (Grogmas) Tasty Pretzel - 1/3 chance each of granting Lucky, Hastened and Encouraged-effects upon consumption for the duration of one battle. (Grogmas) Whiskey - Gives the Drunk-effect to the consumer, causing successful attacks to deal damage to all opponents. (Quest 25) VI - Permanent Enhancement Consumables Special consumables with permanent effects, for either heroes or objects. Blue Pellet - A gift from Lady Wren to the heroes of Quest 7, giving a permanent +1 to health. (Quest 7) Bright Polish - Inceases SP of any shield or armor by 1. (Grogmas) Chicken Drumstick - Raises maximum health by 1 permanently. (Fields of Glory) Doomshroom Cap - Raises maximum ether by 1 permanently. (Quest 27) Ectoplasm - Raises maximum ether by 2 permanently. (Quest 40) Grating Stone - Increases WP of any weapon by 1. Value: 75 gold (Quest 19) Greasy Sausage - Raises maximum health by 2 permanently. (Quest 15) Growshroom Cap - Raises power by 1 permanently. (Quest 27) Level Up Mushroom - Raises level by 1 full level when used. (Fields of Glory) Magic Chicken Drumstick - Raises maximum health or ether by 5 permanently. (Quest 14) Mercutio's Blessing - Can be applied to one weapon, causing the user to gain 1 gold on successful hits. (Grogmas) Nutritious Banana - Raises maximum health by 3 at the cost of a permanent 3 ether to ether users, a permanent +1 to health for non-ether users. (Quest 23) Raw Meat - Raises maximum health by 5 permanently. (Fields of Glory) Red Pellet - A gift from Lady Wren to the heroes of Quest 7, giving a permanent +1 to power. (Quest 7) Slightly Less Magical Chicken Drumstick - Raises maximum health or ether by 2 when used. (Quest 28) Tinyshroom Cap - Raises maximum health permanently by 1. (Quest 27) 'Unknown' Potion - A bottle, once unknown, that gives a permanent +1 to power. (Quest 22) V-Card - Theoretical object that grants the user one permanent level of experience. Suitable for Haldor. Secondhandsource?. (Quest 12) Zoot's Cookies - Little bits of baked love chaos, giving a permanent +1 to health, power, ether, or 75 coins. (Quest 19) VII - Halloween Consumables Fun holiday items found across Uland. Broomstick Powder - ? (Quest 4) Cauldron Liquid - A nasty trick that harms the user for 5 damage and the rest of the party for 1. (Quest 4) Pumpkin Cake - A pastry that causes an intense sugar-induced seizure to the user, damaging any nearby opponents for 2 damage. (Quest 4) Skull Bomb - ? (Quest 4) Witch's Hat Brew - ? (Quest 4) VIII - Special Consumables Consumables whose usage or origin doesn't fit into any of the other categories. Aquamarine Lamp of Summoning - Summons an Aquamarine Jinn for the duration of one battle. (Quest 28) Baby Dragon - Gives the Gift of the Dragon 4 times, giving any party member the Lucky and Blessed-effects for the duration of the battle. Value: 200 gold (Quest 19) Bone - Can be thrown at monsters to distract them for a turn. Value: 10 gold. Certificate for a Cloak of the Red Assassin - Forces the next Red Assassin Hybros meets to give up his or her cloak. (Grogmas) Emerald Lamp of Summoning - Summons an Emerald Jinn for the duration of one battle. (Quest 28) Fate's Orb - Can only be used on another party member, that member can choose their next roll. Value: 125 gold (Quest 19) Garnet Lamp of Summoning - Summons a Garnet Jinn for the duration of one battle. (Quest 28) Heady Perfume - Makes non-humanoid monsters avoid attacking the party unless provoked. Effect lasts for one day or night before wearing out. Value: Haggle...able. (Quest 14) Hinckwell Wares - A stock of expensive perfumes found stolen from crates. Value: 100 gold, or increased reputation with the Hinckwells. (Quest 15) Jo-no Tree seed - Gives hero hastened-effect, one Nostrum, one Mead, and one Potion outside of battle. Value: apprx. 80 gold. (Quest 22) Juggernaut Claw - Can be used to increase a weapon's WP by 1. Value: 45 gold. (Quest 36) Magic Hairbrush - Is either enchanted or cursed. Random unknown effects. Value: 10 gold. (Quest 13) Phoenix Smoke - Ends the battle, causing the party to flee, but all heroes will gain experience regardless. (Quest 19) Pouch of Important Items - A pouch owned by a hired swordsmen, revealing a Wanted! Ad, a Venom, and 1 gold on use. (Quest 4) Rum - The favorite drink of any common pirate, giving it to them makes them your friend. Does not work on pirate leaders, though. (Quest 15) Skeleton Decoy – Can be used to absorb enemy Free Hits for up to 20 points of damage before it breaks. Costs 20 gold and 4 bones to create. Value: Approx. 60 gold. Teleportapple - Allows the party to instantly travel to any revealed Sanctuary within the Fields of Glory upon consumption. (Unlimited Quest) Writ of Blacksmith Service - The owner of this document may obtain 1 free weapon upgrade at Anwyl Smokebeard's Smithy. Value: Debatable. (Quest 11) Zoot's Play Thing - A dark sphere, bestowed by Lady Wren. On usage, creates a weapon with WP equal to the user's level 2/3s of their level, usable only by them, requiring Zoot in the title of the weapon. (Quest 7) Edited March 28, 2014 by CallMePie Quote
CMP Posted November 18, 2011 Author Posted November 18, 2011 (edited) Equipment and Loot I - Gemstones II - Scrolls III - Magic Items IV - Equipment V - Treasure I - Gemstones Zirconia - This rare gem blessed by Ethereth reflects all colors of the rainbow. The owner can cast spells of any element. Prized heirloom of Ziegfried family. Value: One cat burglar priceless Each normal gem’s worth 100 gold. II - Scrolls Scrolls are not consumed on use, but they take one turn to use, as well as one ether. Scroll of Armor Sundering - Enables the user to lower the target's SP by 5 for the duration of one battle. Each casting has a 50/50 chance of success and costs 1 ether.Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 75 gold. Scroll of Blindness – Enables casting the Blinded-effect to the target, making it unable to use a physical attack for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 50 gold. Scroll of Confusion – Enables casting the Confused-effect to the target for the next three rounds, during which it has a 50/50 chance of targeting an ally instead of its opponents. Each casting has a 50/50 chance of success and costs 1 ether.Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 50 gold. Scroll of Elemental Aura - Enables the user to cause the target's attacks deal only elemental damage corresponding to a gem available to the user for the duration of one battle. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 150 gold. Scroll of Frailty - Enables casting the Fragile-effect to the target, causing it to take double damage for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 50 gold. Scroll of Ice Armor - Enables the user to conjur a layer of ice on the the target for the duration of one battle. After a player rolls and is inflicted with Damage or Special Damage, the opponent has a 50/50 chance of being Stunned for the next round. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 100 gold. Scroll of Intellect - Enables the user to increase the target's level by 5 for the duration of one battle. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 150 gold. Scroll of Luck - Enable casting the Lucky-effect to the target, causing attack dice to be rolled twice, taking the better effect of the two for the duration of one battle. Each casting has a 50/50 chance of success and costs 10 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 250 gold. Scroll of Minor Dispel - Enables the user to remove one negative effect from the target. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 150 gold. Scroll of Poisoning - Enables the user to cause the target's attacks to deal the Badly Poisoned-effect for the duration of one battle. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 150 gold. Scroll of Recklessness - Enables casting the Encouraged and Fragile effects to the target for the duration of one battle. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Scroll of Sealing – Enables casting the Sealed-effect to the target, making it unable to use a special skill for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 50 gold. Scroll of Shielding - Enables the user to grant (an additional) 5 SP to the the target for the duration of one battle. Each casting has a 50/50 chance of success and costs 5 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 100 gold. Scroll of Sleep – Enables casting the Asleep-effect to the target, forcing it to miss its turn for three rounds or until woken up by an attack. Each casting has a 50/50 chance of success and costs 1 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 50 gold. Scroll of Weakening - Enables casting the Weakened-effect to the target, halving its level for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether. Usable by mages, clerics, chi monks, minstrels, and necromancers. Value: 50 gold. III - Magic Items Magic Items are rare objects that induce varying effects when used. They take one turn to use in combat, are not consumed on usage, do not prevent free hits, but sometimes have limits as to how often they can be used. Beholder's Eye - Allows one round of battle to be re-rolled once per quest. (Quest 20) Light Staff - Deals 5 light elemental damage to all enemies. Usable once per quest. (Quest 25) Mother's Blessing - Deals the Blessed-effect to an ally for the duration of one battle. Value: 225 gold (Quest 27) Needlessly Large Rod - Deals the Cursed-effect to a random opponent. Usable once per battle. (Quest 35) Wand of Sleep - Deals the Asleep-effect on the opponent until they're struck by an attack. Value: 200 gold. (Quest 27) IV - Equipment To be used outside of battle, to move along the quest or find some hidden treasure. Bedroll – Allows the hero to rest and regain health in a safe place. Value: 5 gold. Magic Compass - Allows the hero to know the right direction. Value: 50 gold. Magic Key – Opens any locked door, but breaks after one use. Value: 25 gold. Magnifying Glass - Allows the hero to see trap triggers. Value: 30 gold. Pickaxe – Allows the hero to dig through a breakable wall or obstacle. Value: 20 gold. Shovel – Allows the hero to dig the ground in search of a treasure. Value: 10 gold. Telescope – Allows the hero to see far. Value: 40 gold. V - Treasure Adventurer's true weakness. Includes all items made entirely for resale. Basket - Useful for carrying gold. Value: 5 gold. Black Pearl - A sought-after dark pearl. Value: 75 gold Chain - Useful for tying doors shut. Value: 10 gold. Crab Meat - Raw meat from a crab. Value: 2 gold Crystal Ball - A glass sphere often used for magic. Value: 50 gold (100 in magic shops.) Crystal Chalice - A fragile cup made of crystal. Value: 70 gold Death Progg Claw - A huge claw severed from the hands of the mighty Death Progg. Value: 35 gold (in magic shops.) Fresh Fish - A fish, caught quite recently. Value: 1 gold Gold Bar - A bar of gold. Value: 50 gold Gold Chalice - A precious cup made of gold. Value: 100 gold Gold Ore - A chunk of unrefined gold, for budget dungeons. Value: 80 gold Manta Ray Meat - Raw meat from a manta ray. Value: 25 gold (To cooks and butchers.) Mythril - A very rare metal that can be smithed into weapons, adding 10 WP. Mythril Shard - 1/4 of a whole Mythril ore. Saber Teeth - Deadly teeth pried from the mouth of a Direwolf. Value: 50 gold (In magic shops.) Saltwater Clam - A clam collected from the cost of Mistaria. Value: 5 gold Seashell - A shell. From the sea. Value: 5 gold Shark Meat - Raw meat from a shark. Value: 20 gold (To cooks and butchers.) Small Black Pearl - A minuscule, but beautiful sea treasure. Value: 75 gold Edited December 29, 2012 by CallMePie Quote
CMP Posted November 18, 2011 Author Posted November 18, 2011 (edited) Simple Weapons I - Simple Melee Weapons II - Simple Ranged Weapons III - Simple Throwing Weapons IV - Simple Shields You should know what a weapon is. Starting weapons are excluded. Values are half the WP x 10 (weapon power.). I - Simple Melee Weapons Nothing special about these unless you buy one and make it so yourself. Average Sword - WP: 5, ???, suitable for rogues, knights, and barbarians Axe - WP: 4, axe Axe of the Croise - WP: 10, axe Battle Axe - WP: 8, axe Blunt Dagger - WP: 1, dagger Bronze Longsword - WP: 3, longsword Captain's Sword - WP:5, longsword Chain Whip - WP: 4, whip Common Axe - WP: 5, axe Croise Sword - WP: 9, longsword Crude Warhammer - WP: 4, hammer Double Chain Whip - WP: 5, whip Ebony Wand - WP: 8, wand Fang Dagger - WP: 4, dagger Fauxthril Axe - WP: 5, axe Fauxthril Club - WP: 5, club Fauxthril Dagger - WP: 5, dagger Fauxthril Greatsword - WP: 5, greatsword Fauxthril Halberd - WP: 5, halberd Fauxthril Hammer - WP: 5, hammer Fauxthril Lance - WP: 5, lance Fauxthril Longsword - WP: 5, longsword Fauxthril Mace - WP: 5, mace Fauxthril Rod - WP: 5, staff Fauxthril Scythe - WP: 5, scythe Fauxthril Spear - WP: 5, spear Fleuret - WP: 4, longsword Great Spiked Club - WP: 10, club Great Sword - WP: 5, longsword Halberd - WP: 5, halberd Heavy Metal Rod - WP: 5, staff Knife - WP: 5, dagger Lance - WP: 5, lance Lance - WP: 12, lance Longsword - WP: 6, greatsword Mockthril Axe - WP: 4, axe Mockthril Club - WP: 4, club Mockthril Dagger - WP: 4, dagger Mockthril Greatsword - WP: 4, greatsword Mockthril Hammer - WP: 4, hammer Mockthril Lance - WP: 4, lance Mockthril Longsword - WP: 4, longsword Mockthril Mace - WP: 4, mace Mockthril Rod - WP: 4, staff Mockthril Scythe - WP: 4, scythe Mockthril Spear - WP: 4, spear Pointy Stick - WP: 1, ???, suitable for knights and mages Pongcanis Club - WP: 5, club Pongcanis Dagger - WP: 5, dagger Pongcanis Mage’s Staff - WP: 5, wand Pongcanis Staff - WP: 5, staff Pongcanis Sword - WP: 5, longsword Rapier of Sem - WP: 7, ???, suitable for rogues and rangers Sabre - WP: 8, longsword Shadeaux Dagger - WP: 4, dagger Shadeaux Hammer - WP: 4, hammer Shadeaux Staff - WP: 4, staff Shadeaux Sword - WP: 4, longsword Shadeaux Twin Axes - WP: 4, axe Shiny Dagger - WP: 10, dagger Spiked Club - WP: 8, club Staff of the Snake - WP: 12, staff Standard Issue Spear - WP: 4, ???, suitable for anyone Stealth Dagger - WP: 12, dagger Steel Cutlass - WP: 5, longsword Steel Fan - WP: 12, dagger Steel Pointed Spear - WP: 4, ???, suitable for barbarians and mages Sword of Courage - WP: 7, greatsword Sword of Power - WP: 6, ???, suitable for barbarians, knights, and rogues Tetsubo - WP: 5, club Tfel Blade - WP: 5, longsword Thgir Blade - WP: 5, longsword Training Morning Star - WP: 2, mace Training Spear - WP: 2, spear Undead Axe - WP: 10, axe Warhammer - WP: 10, hammer Wooden Club - WP: 2, club Wyvern's Tailblade - WP: 12, greatsword II - Simple Ranged Weapons Only Rangers use these. For retrievable ranged weapons, see Throwing Weapons. Croise Crossbow - WP: 11, ranged, crossbow Fauxthril Broomstick - WP: 5, ranged, broomstick Fauxthril Flute - WP: 5, instrument Fauxthril Longbow - WP: 5, ranged, bow Fauxthril Hand Cannon - WP: 5, ranged, handcannon Fauxthril Crossbow - WP: 5, ranged, crossbow Fancy Crossbow - WP: 10, ranged, crossbow Lute - WP: 8, ranged, instrument Mauryl - WP: 10, ranged, broomstick Mockthril Longbow - WP: 4, ranged, bow Mockthril Hand Cannon - WP: 4, ranged, handcannon Mockthril Crossbow - WP: 4, ranged, crossbow Nimbus Broomstick - WP: 5, ranged, broomstick Orcish Drum - WP: 8, ranged, instrument Pongcanis Crossbow - WP: 5, ranged, crossbow Shadeaux Bow - WP: 4, ranged, bow Tritech Handcannon - WP: 10, ranged, handcannon III - Simple Throwing Weapons Rangers and Rogues chuck these things from behind their suicidal fellows. Throwing weapons take one turn to retrieve after thrown. Ancient Throwing Knife - WP: 7, ranged, retrievable, throwing weapon Fauxthril Shuriken - WP: 5, ranged, retrievable, throwing weapon Gear - WP: 2, ranged, retrievable, throwing weapon Goblin's Wrench - WP: 10, ranged, retrievable, throwing weapon Mockthril Shuriken - WP: 4, ranged, retrievable, throwing weapon Shuriken - WP: 3, ranged, retrievable, throwing weapon Shuriken of Mercutio - WP: 5, ranged, retrievable, throwing weapon Silverfish Wings - WP: 8, ranged, retrievable, throwing weapon Throwing Cog - WP: 14, ranged, retrievable, throwing weapon Throwing Knife - WP: 5, ranged, retrievable, throwing weapon IV - Simple Shields Those metal things knights hide behind. Simply subtract SP (shield power) from the damage effecting the hero to get the damage inflicted. Value is half of SP x 10. Captain's Shield - SP: 3, shield Fauxthril Shield - SP: 4, shield Lion Knight Shield - SP: 4, shield Mockthril Shield - SP: 4, shield Paladin Shield - SP: 5, shield, Pongcanis Shield – SP: 3, shield Round Metal Shield - WP: 7, shield Scarab Shield - SP: 5, shield Shadeaux Shield - SP: 4, shield Shield - SP: 1, shield Wooden Shield - SP: 2, shield Edited February 7, 2013 by CallMePie Quote
CMP Posted November 18, 2011 Author Posted November 18, 2011 (edited) Advanced Weapons I - Elemental Weapons II - Special Melee Weapons III - Special Ranged Weapons IV - Special Shields V - Quest Weapons I - Elemental Weapons These buggers can burn, freeze, or shock your enemies into oblivion. If there are any extra effects, it will be listed in Special Weapons. Ancient Longsword of Flame – WP: 11, fire elemental, longsword Black Katana - WP: 8, earth elemental, longsword Briar Bow - WP: 9, wood elemental, ranged, bow Dagger – WP: 4, light elemental, dagger Diamond Dagger - WP: 10, light elemental, dagger Dragon's Heart - WP: 15, fire and wind elemental, longsword Emerald Staff - WP: 10, wood elemental, staff Fafnir - WP: 14, ice and darkness elemental, greatsword Fire Staff – WP: 9, fire elemental, staff Golden Handcannon - WP: 7, lightning elemental, handcannon Great Sword of Darkness – WP: 7, darkness elemental, greatsword Lightning Rod Staff - WP: 7, lightning elemental, staff Meteor Blade - WP: 8, light elemental, greatsword Shiver - WP: 11, ice elemental, longsword Sir Roderick's Sword - WP: 12, darkness elemental, longsword Staff of the Elven Necromancer - WP: 5, darkness elemental, staff Staff of the Elven Warlock - WP: 5, wood elemental, staff Sylph Shuriken - WP: 12, wind and light elemental, throwing weapon Torch - WP: 2, fire elemental, ???, suitable for anyone Torch - WP: 5, fire elemental, staff Vintul, Great Sword of Wind – WP: 8, wind elemental, greatsword Voltedge - WP: 9, lightning elemental, ???, suitable for knights, rogues, and barbarians II - Special Melee Weapons For those weapons you just can’t help but wonder about. Axe - WP: 7, deals 1 earth elemental damage, ???, suitable for berserkers Bear Claw Gloves - WP: 7, SP: 2, SP cannot be upgraded, ???, suitable for barbarians Bone Claws - WP: 3, SP: 2, SP cannot be upgraded, also usable as a handwear artifact, longsword Book of a Thousand Creatures - WP: 12, on successful rolls, has a 1 in 6 3 chance to summon Lord Gilgenthaltoremnanansgerorth Edgar the Spider to help the user in combat, 'staff' Cat-o'-nine-tails - WP: 9, damage is divided to all enemies, whip Demonic Scissors - WP: 12, fire elemental, damages 2 enemies in one turn, dagger Double-Sided Battle Axe - WP: 6, all Misses become Aims, axe Dual Staff – WP: 6, user can attack 2 enemies in the same turn, staff Explosive Staff - WP: 12, deals damage equal to half of WP to all enemies on a successful hit, deals damage equal to half of WP, ignoring SP and row, to self on a Miss, staff Flute of the Magi - WP: 3, deals asleep effect on successful rolls, staff Fishstick - WP: 7, deals double damage while on a ship, club Focal Staff - WP: 5, can guarantee player rolls a Hit at the cost of 5 ether, staff Frozen Saber - WP: 9, deals stunned effect, greatsword Frying Pan - WP: 1, +1 to maximum health, ???, suitable for all classes Glass Dagger - WP: 5, comes with Hollow Blade Upgrade, allowing a liquid consumable to be used without spending a turn, dagger, value: 65 Gold Glass Wand - WP: 5, comes with the Hollow Blade Upgrade, allowing a liquid consumable to be used without spending a turn, wand, value: 65 Gold Graive - WP: 11, deals the weakened effect, halberd Greatsword of Lion Nobles - WP: 20, user is slowed, greatsword Guardian Halberd - WP: 5, target's defense is used as additional WP, halberd Healing Staff – WP: 5, restores health to target on successful hits, staff, value: 50 gold Healing Wand - WP: 5, healing effect, wand, Value: 50 gold Heavy Flail - WP: 5, deals the fragile effect, mace Lifestealer - WP: 5, successful attacks restore 3 health to the wielder, dagger Lion's Heart - WP: 13, deals stunned effect, greatsword Lullaby Wand - WP: 4, deals sleep effect, wand Malfunctioning Staff - WP: 12, has a 50% to do damage equal to half of weapon power to the user on a successful roll, staff Manta Ray Tail - WP: 12, 50% chance to deal stunned effect, staff Mercutio's Dagger of Mugging - WP: 5, adds 5 gold to gold obtained when Mug shield is rolled, ???, suitable for rogues Mourning Star - WP: 9, deals the fragile effect, mace Pheles Rod - WP: 20, grants permanent Aura, doubling the user's max health but causing all enemy attacks to hit the user, staff Pitchfork of Domination - WP: 50, pierces all defenses including SP, ???, suitable for anyone Quarterstaff - WP: 4, +4 against humanoids, staff Sapper - WP: 7, successful attacks restore 2 health to the wielder, dagger Scepter of Divine Affinity - WP: 5, has a 1/6 chance to deal the Cursed effect on successful spells, and a 1/6 chance to deal the Blessed effect on successful heals, staff Scupperer - WP: 10, deals the Bleeding effect, causing the target to lose 5 health every round for the duration of the battle or until remedied or healed to full health, greatsword Shiv - WP: 4, can be used as a melee or ranged throwing weapon, ???, suitable for rogues Silver Claw - WP: 8, double value to vendors, dagger Silver Longsword - WP: 8, double value to vendors, longsword Silver Mace - WP: 8, double value to vendors, mace Spider Leg - WP: 8, double WP against flying enemies, spear Staff of Ennon - WP: 5, light elemental, restores 2 ether on successful hits, staff Staff of the Cultist Battlemage - WP: 7, user has a 1/2 chance to Flee upon being KO'd, staff Staff of the Frog Paladin - WP: 4, on successful rolls, user has a 1/6 chance to receive Amphibiannoc's Blessing, protecting them from damage on the following round, staff Staff of the Necromancer - WP: 12, damages undead, +1 level to summoned undead, staff Sword of Ancestral Hatred - WP: 5, +1 WP for each enemy killed, longsword Sword of Decay - WP: 5, once the target is inflicted with damage, they lose health equal to one quarter of the strike's power after reach round for 3 turns. The effect cannot be compounded with more strikes, greatsword Sword of the Elven Blademaster - WP: 5, ignores SP, greatsword Sword of the Vampir - WP: 17, user is jinxed, longsword Titanic Axe - WP: 14, earth elemental, has a 1/6 chance to deal the petrified effect, axe Twin Axe - WP: 5, user damages 2 enemies in the same turn, axe Twin Broadswords - WP: 20, user damages 2 enemies in the same turns, user is unable to use a shield, ???, suitable for knights Twin Sai - WP: 10, user damages 2 enemies in the same turn, dagger Wave Sword - WP: 11, deals the cursed effect, longsword III - Special Ranged Weapons Banana Bladerang - WP: 2, damages all enemies, ranged, retrievable, throwing weapon Bat-a-rang - WP: 0, causes random effect based on an additional dice roll (1-3 = no effect, 4 = stunned, 5 = Confused, 6 = Hexed), cannot be upgraded, ranged, retrievable, throwing weapon Darksteel Crossbow - WP: 8, deals the blinded effect, ranged, crossbow Diseased Silverfish Wings - WP: 8, deals the cursed effect, ranged, retrievable, throwing weapon Explosive Handcannon - WP: 8, double WP against rock monsters, handcannon Glass Throwing Dagger - WP:5, comes with Hollow Blade Upgrade, allowing a liquid consumable to be used without spending a turn, ranged, retrievable, throwing weapon, value: 65 Gold Heavy Crossbow - WP: 8, knocks target to back row, halving all incoming and outgoing damage to/from it for the next round, ranged, crossbow Hunter's Crossbow - WP: 4, +4 against beasts, ranged, crossbow Merry Bow - WP: 7, steals 1 gold on successful hits, ranged, bow Old Boot - WP: 1, cannot be enchanted, sold, or retrieved, ranged, ???, suitable for anyone Precision Bow - WP: 6, all Aims are counted as Hits, ranged, bow Quick Bow - WP: 6, provides hastened effect for one round of combat, ranged, bow Re-Exploding Dynamite - WP: 9, damages all enemies, ranged, retrievable, throwing weapon Shiv - WP: 4, can be used as a melee or ranged throwing weapon, ???, suitable for rogues Wrench - WP: 3, decreases the target's level by 1, throwing weapon IV - Special Shields For shields with special effects. Sir Roderick's Shield - SP: 6, protects from afraid effect, shield Stag Shield - SP: 6, protects from bound effect, shield Skull Shield - SP: 6, nullifies darkness elemental damage, ???, suitable for black knights V - Quest Weapons For temporary weapons used only in quests. Acerpusculum Blade (Acerpusculum Shuriken) - WP: 12 (21), can be used as a melee weapon (or ranged throwing weapon), ??? (throwing Weapon), suitable for rangers and rogues, temporarily loaned to the party of Quest 38. Anchor - WP: 6, anchor, suitable to dream sailors, unearthed on the beaches of Salamanda by the heroes of Quest 14. Combrys - WP: 8, gains one WP for each successful hit, but drops back to the base WP on an unsuccessful hit or when the battle ends, ???, suitable for knights, rogues, and barbarians. (Quest 36) Makeshift Shield - SP: 1, breaks after absorbing 5 damage, ???, suitable for anyone. (Quest 17) Makeshift Spear - WP: 1, breaks after dealing 5 damage, double damage to mounted opponents, ???, suitable for anyone. (Quest 17) Makeshift Sword - WP: 1, breaks after dealing 5 damage, greatsword, forged by the heroes of Quest 17. Rusted Knife - WP: 8, deals the badly poisoned effect, breaks after 1 use, ranged, retrievable, throwing weapon. (Quest 25) Rusted Sword - WP: 5, deals the badly poisoned effect, breaks after 3 uses, ???, suitable for anyone. (Quest 25) Standard Issue Sword - WP: 1, purchased by the Shadeaux and used to issue standard damage in the Siege of Bric'bay, ???, suitable for anyone. (Quest 17) Standard Issue Halberd - WP: 1, double damage against mounted and wall-scaling opponents. Used to good effect in the Siege of Bric'Bay, ???, suitable for anyone. (Quest 17) Standard Issue Crossbow - WP: 1, simplistically built by the Shadeaux for easy use by even the most single-minded meatshields, ranged, ???, suitable for anyone. (Quest 17) Torch - WP: 1, used to light dark resounding caves, ???, suitable for anyone. (Quest 5) Edited February 7, 2013 by CallMePie Quote
CMP Posted November 18, 2011 Author Posted November 18, 2011 (edited) Artifacts Special objects that, when equipped, can have many varying effects. You start at an artifact limit of 1, and gain the ability to wear one extra artifact every 10 levels. They cannot be in the same category. Values here are strictly resale. I - Accessory Artifacts II - Headwear Artifacts III - Bodywear Artifacts IV - Backwear Artifacts V - Footwear Artifacts VI - Handwear Artifacts I - Accessory Artifacts Anniversary Amulet - (suitable for anyone, +1 to maximum health, ether, power, and SP, increases with each anniversary, accessory, Heroica Lottery) Arm-Mounted Shield - (suitable for anyone, +1 to maximum health, accessory, Quest 24) Aspira Necklace - (suitable for anyone, allows the wearer to breathe underwater and grants 9 SP against Aquatic monsters, accessory, Quest 35) Belt - (suitable for anyone, allows to hero to wear up to 3 artifacts, although restrictions still apply on where the artifact is worn, accessory, Quest 24) Blessed Amulet - (suitable for anyone, protects from cursed-effect, accessory) Value: 40 gold. Cat Statuette - (suitable for anyone, +1 to maximum health, once named, speaking the name summons a cat almost certainly to cause trouble and make snippy comments, accessory, Quest 26) Coat-Of-Arms - (suitable for knights, successful attacks on an enemy have a 1/6 chance to inspire a random teammate to immediately deal damage to the enemy equal to their weapon power added to their level, accessory, Quest 35) Dog Statuette - (suitable for anyone, SP: 1, once named, speaking the name summons a dog almost certainly to tag along on madcap adventures and make snippy comments, accessory, Quest 26) Elf Ear Necklace - (suitable for anyone, Humanoid enemies below half the level of the wearer will not directly attack the wearer for the first round of combat, accessory, Quest 35) Fire Amulet - (suitable for anyone, each attack causes double damage to enemies weak against fire, accessory, Quests 22 and 30) Value: 100 gold. Goggles - (suitable for anyone, protects from blinded-effect, accessory) Value: 40 gold. Heart Locket - (suitable for anyone, protects from enamored-effect, accessory) Value: 40 gold. Horse Amulet of the Elven Horse Rider - (suitable for anyone, +1 WP while in the front row, doubles movement in Quests with movement-based mechanics, accessory, Quest 17) Amulet of U'kin Nobility - (suitable for anyone, user can use Diplomacy job trait on U'kin, does not take up an artifact slot, accessory, Quest 30) Iron Arm Shield - (suitable for raiders, provides an SP of 3 while in the front row, accessory, Quest 25) Lens of Speed Reading - (suitable for any class suitable for scrolls, allows a single scroll to be read in addition to a normal action, accessory, Quest 35) Loaded Die - (suitable for anyone, permanent lucky-effect to the owner, allowing them to roll the battle die twice and get the better result of the two, accessory, Quests 6 and 9) Lover's Locket - (suitable for anyone, protects from the enamored-effect, accessory, Quest 28) Lucky Doubloon - (suitable for anyone, grants Special Guard, accessory, Quest 40) Mage's Muffler - (suitable for anyone, protects from sealed-effect, accessory) Value: 40 gold. Medal of Glory - (suitable for anyone, wearer gains triple experience from battles, accessory, Fields of Glory) Monkey Bar - (suitable for anyone, the wearer's minions (summons, spirits, undead, etc.) gain the hastened effect, accessory, Quest 40) Necklace with Animal Teeth. - (suitable for anyone, does absolutely nothing whatsoever, does not count as an artifact, classified by creator as, quote, 'for fashion'. Existence questionable, subject up for examination by qualified wizards for magical properties. Accessory, Quest 16) - Paper Doll (suitable for anyone, protects from hexed-effect, accessory, Quest 12) Pauldrons (suitable for knights, dragoons, and skirmishers, SP: 2, accessory, Quest 44) Sandman’s Parasol - (suitable for anyone, protects from asleep and fast asleep effects, accessory, Quest 3) Value: 80 gold. Shackles of War - (suitable for anyone, prevents anyone from fleeing battles, accessory) Value: 30 gold. Snake Eye Charm - (suitable for anyone, protects from petrified-effect, accessory, Quest 10) Value: 40 gold. Spiked Collar - (suitable for anyone, power +1, headwear, Quest 12) Value: 30 gold. Splinter of Ennoc - (suitable for heroes wielding a light elemental weapon, permanent Blessed-effect to the owner, accessory Quest 38) Trendy Handbag - (suitable for anyone, protects user from the last negative effect most recently inflicted on anyone in a battle, accessory, Quest 34) Value: 200 gold. Trickster's Mask of the Dwarf - (suitable for anyone, changes the wearer into a dwarf of the same gender when worn, accessory, Quest 35) Value: 50 gold. Trickster's Mask of the Elf - (suitable for anyone, changes the wearer into an elf of the same gender when worn, accessory, Quest 35) Value: 50 gold. Trickster's Mask of the Gender-Swap - (suitable for anyone, swaps the wearer's gender when worn, accessory, Quest 35) Value: 50 gold. Trickster's Mask of the Human - (suitable for anyone, changes the wearer into a human of the same gender when worn, accessory, Quest 35) Value: 50 gold. Trickster's Mask of the Orc - (suitable for anyone, changes the wearer into an orc of the same gender when worn, accessory, Quest 35) Value: 50 gold. Trickster's Mask of the Weredog - (suitable for anyone, changes the wearer into a weredog, hound, or wolf of the same gender when worn, accessory, Quest 35) Value: 50 gold. White Cleric's Necklace - (suitable for clerics, SP: 3, nullifies darkness-elemental damage, accessory, Quest 27) Witch's Talisman - (suitable for witches, makes Poisoned attacks cause the Badly Poisoned-effect instead, Quest 14) Value: 400 gold. II - Headwear Artifacts Aurora Helmet - (suitable for anyone, SP: 2, nullifies fire-elemental damage, headwear, Quest 14) Ancient Crown - (suitable for anyone, first successful strike in battle deals Cursed-effect, headwear, Quest 30) Black Bandana - (suitable for anyone, grants the user proficiency in sailor lingo, +3 power, headwear, Quest 40) Blue Marksman's Hat - (suitable for anyone, there is a 1/6 chance wearer's strikes will instantly kill an aquatic monster, headwear, Quest 28) Chimera Headdress - (suitable for rangers and rogues, SP: 1, +4 to maximum health, headwear, Quest 30) Cultist Hat - (suitable for anyone, allows regular attacks to do damage to the undead, headwear, Quest 5) Dread Hat - (suitable for anyone, lower level enemies will not directly attack the wearer enemies below half the level of the wearer will not directly attack the wearer, headwear, Quest 1) Elaborate Helmet - (suitable for anyone, SP: 2, headwear, Quest 16) Fanged Helm - (suitable for anyone, SP: 5, headwear, Quest 27) Fractured Spectacles - (suitable for sages, scrolls have a 2/3 chance of succeeding, headwear, Quest 35) Helmet - (suitable for anyone, maximum health +1, headwear, Quests 10 and 23) Hood of Balthazar Bluehood - (suitable for clerics and mages, +4 to power, -6 to maximum ether, headwear, Quest 28) Horned Hat - (suitable for barbarians and beast warriors, SP: 1, +1 power, headwear, Quest 44) Leather Cap - (suitable for anyone, SP: 1, headwear) Value: 30 gold. Lieutenant's Helmet - (suitable for anyone, SP: 3, protects from Fragile-effect, headwear Quest 33) Marksman's Monocle - (suitable for anyone, rolls of 4 are rerolled, headwear, Quest 40) Metal Teeth - (suitable for anyone, +1 power, headwear, Quest 47) Peasant's Hood - (suitable for anyone, +1 maximum health, headwear) Value: 20 gold. Pointy Hat - (suitable for mages and clerics, +2 maximum ether, headwear) Value: 80 gold. Pseudo's Hood - (suitable for anyone, allows regular attacks to do damage to undead, headwear, Quest 40) Ratmancer's Cowl - (suitable for anyone, double damage against Vermin, headwear, Quest 40) Red Marksman's Hat - (suitable for anyone, there is a 1/6 chance wearer's strikes will instantly kill a fiery monster, headwear, Quest 28) Sage's Mitre - (suitable for sages, +2 power, +4 maximum ether, headwear) Value: 200 gold. Shroud of the Serpent - (suitable for mages, clerics, and rogues, SP: 3, nullifies wood elemental attacks, headwear, Quest 27) Sylvania's Cowl - (suitable for anyone, gives user Animal Talk job trait, headwear, Quest 41) Thorny Diadem - (suitable for anyone, +3 to power, but -6 to maximum health, headwear, Quest 11) Tin Helmet - (suitable for anyone, protects from confused and hexed effects, headwear) Value: 80 gold. Tricorne - (suitable for anyone, SP: 3, headwear) Value: 120 gold. Viking Helmet - (suitable for anyone, +1 maximum health, headwear, Quest 24) Warlord's Helmet - (suitable for anyone, SP: 2, grant Natural Respite, restoring health equal to wearer's level after every battle, headwear, Quest 23) White Marksman's Hat - (suitable for anyone, there is a 1/6 chance wearer's strikes will instantly kill a flying monster, headwear, Quest 28) III - Bodywear Artifacts Armor of the Draugr - (suitable for anyone, +2 to maximum health, bodywear, Quest 24) Black Knight's Armor - (suitable for black knights, SP: 4, protects from stunned effect, bodywear) Value: 200 gold. Bright Armor - (suitable for anyone, SP: 3, nullifies darkness-elemental damage, bodywear, Quest 14) Chevalier of Charis Armor - (suitable for anyone, SP: 2, +2 maximum health, bodywear, Quest 47) Chimera Armor - (suitable for knights and barbarians, SP: 2, +2 maximum health, bodywear, Quest 30) Croise Suit of Armor - (suitable for anyone, bodywear, SP: 1, +2 power, bodywear, Quest 47) Dragon Bone Armor - (suitable for knights, SP: 4, +2 maximum health, bodywear, Quest 27) Encumbering Armor - (suitable for anyone, SP: 6, -6 power, bodywear, Quest 30) Dress Uniform - (suitable for knights, wearer is encouraged first round of battle, bodywear, Quest 28) Golden Armor - (suitable for anyone, wearer is hastened and cursed, bodywear, Quest 39) Heavy Armor - (suitable for barbarians and knights, SP: 5, protects from fragile-effect, bodywear) Value: 200 gold. Knight's Armor - (suitable for knights, SP: 3, bodywear) Value: 90 gold. Leather Armor - (suitable for barbarians, rogues, knights, and rangers, SP: 1, bodywear) Value: 30 gold. Lichen Armor - (suitable for ether users, the wearer's ether is counted as additional health if health is depleted, bodywear, Quest 44) Lionheart Suit of Armor - (suitable for anyone, +3 maximum health, +2 maximum ether, bodywear, Quest 47) Mail of the Renegade Commander - (suitable for knights and barbarians, SP: 3, damage from free hits is halved, bodywear, Quest 30) Paladin's Armor - (suitable for paladins, +2 maximum ether, SP: 4, bodywear) Value: 200 gold. Righteous Robes - (suitable for paladins, wearer is hastened while healing, bodywear, Quest 28) Robe of the Archmagi - (suitable for mages and clerics, maximum ether +5, SP: 3, protects from sealed effect, bodywear) Value: 300 gold. Robe of the Elven Necromancer - (suitable for mages and clerics, SP: 4, bodywear, Quest 17) Robe of the Elven Warlock - (suitable for mages and clerics, SP: 3, bodywear, Quest 17) Robe of the Magi - (suitable for mages and clerics, SP: 1, bodywear, Quest 4) Value: 30 gold. Robe of the Pongcanis Champion - (suitable for barbarians and mages, woven for the greatest of Pongcanae warriors, increases Power by 1 when in the Front Row and provides an SP of 1 when in the Back Row, bodywear, Quest 4) Robe of the Spell Resistance - (suitable for clerics and mages, wearer receives half of magic-based damage, bodywear, Quest 4) Robe of the Thaumaturges - (suitable for clerics, wearer has choice to absorb an attack, expending ether by the amount of damage divided by 3, bodywear, Quest 4) Value: 50 gold. Sand Worm Hide - (suitable for barbarians, rogues, and ranger, SP: 2, bodywear, Quest 18) Sharkskin Armor - (suitable for anyone, SP: 1, nullifies water-elemental damage, bodywear, Quest 44) IV - Backwear Artifacts Cloak of Chimera - (suitable for mages and clerics, +2 maximum health, +2 maximum ether, backwear, Quest 30) Cloak of Deception - (suitable for anyone, wearer has a 1/6 chance to redirect free hits to a random opponent, backwear, Quest 51) Cloak of the Blue Asssassin - (suitable for rogues, SP: 1, backwear, Quest 4) Value: 30 gold. Cloak of the Red Assassin - (suitable for assassins, assassination chance increased from 1/6 to 1/3, backwear, Quest 28) Cloak of the Elven Spy - (suitable for rogues, allows the wearer to examine enemy stats before a battle, backwear, Quest 4) Value: 50 gold. Cloak of the Invisible Elf - (suitable for rogues, SP: 1, unaffected by direct attacks in the first 2 rounds of battle, backwear, Quest 17) Cobweb Cowl - (suitable for anyone, protects against sudden death, backwear, Quest 44) Ethereal Cloak - (suitable for mages and clerics, maximum ether +4, SP: 2, backwear) Value: 220 gold. Gaudy Cloak - (suitable for anyone, maximum health and ether +1, backwear, Quest 44) Hunter's Quiver - (suitable for hunters, WP: 2 to a bow or crossbow, allows hunter to favor two types of enemies, backwear) Value: 240 gold. Lesser Ethereal Cloak - (suitable for all classes, SP: 1, same effect as shield, +3 ether, backwear, Quest 4) Value: 150 gold. Quickdraw Quiver - (suitable for rangers, permanent hastened effect, backwear, Quest 12) Quiver of Poisoning - (suitable for rangers, permanent poisoned-effect to all attacks, backwear, Quest 26, Quest 39) Ranger's Quiver - (suitable for rangers, WP: 1 to a bow or crossbow, backwear) Value: 20 gold. Steel Plated Quiver - (suitable for rangers, adds 2 WP to attacks with a bow, backwear, Quest 25) Traveller's Cloak - (suitable for all classes, SP: 1, backwear, Quest 28) White Cloak - (suitable for clerics, +3 maximum health, backwear) Value: 60 gold. V - Footwear Artifacts Barbarian's Boots - (suitable for barbarians, changes Natural Respite to Restoration job trait, restoring full health after a battle, footwear) Value: 50 gold. Boots of Evasion - (suitable for barbarians, allows the wearer to attack from the front row but take damage from the back row, footwear, Quest 27) Brass Boots of Grounding - (suitable for knights and barbarians, SP: 3, nullifies lightning elemental damage, footwear, Quest 27) Dance Shoes - (suitable for anyone, wearer is hastened the round after a miss is rolled, footwear, Quest 39) Fighter's Boots - (suitable for any QM's character, +10 damage to attacks after other bonuses have been applied, footwear, Quest 35) High Heels - (suitable for women, +1 power, footwear, Quest 44) Warrior's Treads - (suitable for anyone, SP:2, same effect as shield, health +1, footwear, Quest 12) Winged Sandals - (suitable for anyone, protects from bound and slowed effects, footwear) Value: 80 gold. VI - Handwear Artifacts Bone Claws - (suitable for knights and rogues, adds 3 to WP, SP: 2, can also be used as a weapon, handwear, Quest 27) Gloves of Counterstriking - (suitable for anyone, after receiving a free hit, the wearer deals damage to the opponent equal to their level, handwear, Quest 26) Gloves of Deft Hands - (suitable for rogues and rangers, allows the wearer to make a free hit equal to their level to any enemy with a throwing weapon, handwear, Quest 27) Gloves of Do-Over - (suitable for anyone, allows the wearer to re-roll the first roll of 4 (a Hit) in a battle, handwear, Quest 27) Pugilist's Gloves - (suitable for anyone, +2 power, protects from weakened effect, handwear) Value: 80 gold. Reflective Gauntlets - (suitable for anyone, SP: 3, immune to light elemental damage, handwear, Quest 51) Spellbound Gloves - (suitable for anyone, increases the power of spells by 5, doubled if target is weak to element, handwear) Value: 100 gold. Sterile Gloves - (suitable for anyone, protects from poisoned and badly poisoned effects, handwear) Value: 80 gold. Sticky Gloves - (suitable for rogues, increases amount of gold stolen by 50% (rounded up), handwear) Value: 500 gold. Edited February 7, 2013 by CallMePie Quote
K-Nut Posted November 22, 2011 Posted November 22, 2011 A voice booms throughout the entire Treasury. "You forgot my dagger ya' blockheaded gremlin!" Quote
CMP Posted November 22, 2011 Author Posted November 22, 2011 A voice booms throughout the entire Treasury. "You forgot my dagger ya' blockheaded gremlin!" The professor looks around, alarmed. "Ah, I only list quest-given items. And I will have you know I am a proud Rockling, foul voice." Quote
CMP Posted November 22, 2011 Author Posted November 22, 2011 "This quest given enough for ya?" "Oh, well, Mr. Voice, that one is already there. I don't take player-made upgrades into effect, if that's what you mean." Quote
K-Nut Posted November 22, 2011 Posted November 22, 2011 (edited) "Oh, well, Mr. Voice, that one is already there. I don't take player-made upgrades into effect, if that's what you mean." "But there was already a Diamond in it, therefor an elemental weapon." Edited November 22, 2011 by K-nut Quote
CMP Posted November 22, 2011 Author Posted November 22, 2011 "But there was already a Diamond in it, therefor an elemental weapon." "Ah, I see that now. Kindly inform your voice in the sky to point these things out in the initial 'loot-list' next time." Quote
Bricksandparts Posted December 8, 2011 Posted December 8, 2011 The magic voice booms in the room again. "More weapons..." OOC: just some more stuff... Borrowed Axe WP: 5 (10 against Plants) At this moment suitable for anyone in the party. Common Axe WP:5 Suitable for Barbarians. Quote
Bricksandparts Posted December 8, 2011 Posted December 8, 2011 Focal Staff (WP: 5) Focus Fire-Roll a 3 for 5 ether, Suitable for clerics and mages. (Now with a picture) Quote
CMP Posted December 8, 2011 Author Posted December 8, 2011 Thanks for the picture, but I otherwise wait until a Quest is done before I add any items. I've said this before. Quote
CMP Posted March 17, 2012 Author Posted March 17, 2012 "No. These are replicas designed after those of actual Heroes, for display only. I honestly don't see why people even try to steal them..." "For things actually helpful to a Hero, I'd try the Marketplace." Quote
xxlrocka Posted March 17, 2012 Posted March 17, 2012 That meteor blade gives me an idea....(3 hours later)*Drake is holding a shiny red blade with a dragon's head carved on* "Ah. That's the stuff. Now to call it the dragon sword and sell it in the market." And with that drake set off with a dragon sword in his hands. Drake now has the dragon sword! Quote
Nic herring Posted February 4, 2014 Posted February 4, 2014 <arrives from the hall> and walks to the first exhibit and upon finding something of intererst begins making notes. upon seeing the rockling doing the rounds with deep heavy footsteps and tectonic sounding movement approach, greetings you must be the curator, I'm given to understand that the items on display are replicas for informative purposes. But is the information on the maps and suchlike accurate, i'm interested in the knowledge the items give rather then the items themselves. Quote
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