Click here to see stores in Yourmum
Click here to see the store at Grandpa Gohan's House
Click here to see the store at Kame House
Click here to see stores in Pirates Cove
Click here to see the store at San Francisco China Town
THIS STORE IS NOT IN THIS PLACE OR TIME
Click here to see the store in Camelot
Click here to see the store in Valley Hill
Alexandria's Bookstore in Ontopolis
Summoning Spell Rotes:
Name: Summon a foul
mouthed imp (Availability - Necromancers only)
Ability: Summons a foul mouthed imp with a bow and arrow to fight along side
you and take damage intended for you.
Roll Rules: In combat - roll intelligence D20. Uses 1 turn to
summon. Imp gets its own attack turn, or you can place it in a defensive
position for an ally (it reluctantly obeys) (each repositioning costs a turn.
It default protects you). Uses4 magic to summon.
Imp attack turn: Follows normal attack rules. No stat boost. Hit damage
roll D10 + 4 generic bow and arrow damage (no distance handicap
up to 100 feet).
Imp defend turn: Normally defends a player during their defend turn. No
stat boosts. Normal damage taken -3 due to dark aura.
Imp starts with 37 health, zero magic.
-cost $2500, 2500 experience.
Name: Summon a pixelated spider Level 1 (Availability -
Necromancers only)
Ability: Summons forth a pixelated spider (like from Minecraft) that can be
ridden for a time either by you, or another ally. Spiders can climb high ledges
of rock or trees and can jump great distances. Spiders also have venomous
fangs.
Roll Rules: Passive or in combat - roll intelligence D20. Uses 1 turn to
summon. Passively your spider can climb, and jump, allies to places they
could otherwise not reach. In combat, spiders enhance can ally who rides it
with the ability to overcome up to 100 foot distances (removes distance
handicap) by bringing the far away ally close to enemies for close range
attacks. Will cast the odd poison status to an enemy for -3 damage each
turn (Roll D4 and get a 3). Takes 1 turn to reposition which ally is riding the
spider. Spider is destroyed if the damage done is greater than
12. Uses 4 magic to summon.
-cost $800, 800 experience
Name: Summon forth a Jann (Availability - Necromancer only)
Ability: Jann are demon slaves of an artifact. They are the weakest of the 5
classes of demons that inhabit articles.
Roll Rules: One time rote use, first, choose an
item to attach the Jann to. Do not lose this item or you lose
the Jann. The Jann will pass along with the article to the new
owner. Passive or in Combat. Janns grant wishes and do biddings - roll
intelligence D20 to summon if you have the article. Ask the Jann to do
something for you. Moderator will decide. Remember Jann are the weakest of the
slave demons. And they do not simply tell you what they can and cannot do.
You must make a request. In combat the Jann will remain in play until
the battle is over or you unsummon in, and cannot be killed. Costs 5 magic
to summon. Takes 1 turn. Takes 1 turn for every request you ask whether successful
or not, and takes 2 magic each request, successful or not.
-cost $3000, 3000 experience
Name: Summon Ivan (Availability - Necromancer only) (Must know Occultists Resurrection first)
Ability: Unable to get your Occultists Resurrection spell to pull off properly? Remember that sarcastic dick from Hell Boy who knew the necropolis in Moscow's layout? Yeah, summon that dick from the grave. He might know something.
Roll Rules: Passive or Combat - roll Intelligence D20. Ivan can answer most questions about a situation. If he can't, he'll tell you. Ask Ivan one, and only one, successfully answerable question. He will crawl back into the ground after. You can only summon Ivan once per quest. Takes 1 turn in combat. Uses 7 magic.
-cost $1000, 1000 experience
Name: Summon Ra, The Sun God (Availability - Star Children
required, and any elemental magic users)
Ability: Summons forth the elemental deity of Ra, the Desert Sun God. to
heap hot radiant fiery damage upon enemies. Ra
commands the power of the sun. The disc of the sun appears closer and
closer in the sky and the area becomes blindingly bright, and hot.
Roll Rules: Requires it to be day time. Requires 2 players to
use 2 turns each - vulnerable. Each player rolls combat - intelligence D20
dice. Both must be successful. Spell does scorch and divine light damage to a
group of enemies over a broad area. Trees and other organic matter that cover
or hide enemies will be turned to cinders. For damage roll D10, x 10. That is
the max percentage of damage done to all vulnerable exposed enemies in the
area. Any ally vulnerable to divine light and scorch damage who are
not the casters may receive a small amount of damage. Uses 8 magic
each to summon.
-costs $10000 for Star Child, 5000 experience for both users
Name: Summon Amun-Ra (Availability - Star Children required, and a
Necromancer) (your Star Child must know the previous incarnation of Ra, the Sun God
prior to learning this spell)
Ability: Summons forth the elemental deity of Amun-Ra, Principal deity of
the Theban dynasties, and lord of the sun. This spell summons down
the disc of the sun as in the prior incarnation, but an army of flying fiery
chariots comes forth, hunts down and attacks all enemies on the battlefield.
Roll Rules: Does scorch, divine light, and physical damage to a
group of enemies over a broad area. Requires it to be day time. Trees and
organic matter that cover enemies are reduced to cinders. The outer layer of
rocks covering enemies becomes molten. Requires 2 players to use 2 turns each -
vulnerable. Each player rolls combat - intelligence D20. Both must
be successful. For damage roll D10, x 10 + D10. That is the max percentage of
damage done to all vulnerable enemies in the area. Any ally vulnerable to
divine light and scorch damage who are not the casters may receive a small
amount of damage. Uses 12 magic each to summon.
-costs $15000 for Star Child, 7000 experience for both users
Name: Summon Amun-Min (Availability - Star Children required, and a magic
using Companion) (your Star Child must know the previous two incarnation of Amun-Ra prior
to learning this spell. Your companion must be of a race that inherently knows
magic.)
Ability: Summons forth the elemental deity of Amun-Min in his final form. This
is the ultimate form of the Sun God, God of Reproduction, Decimator of Kush and
enemies of pharaoh, and self proclaimed creator of all things including
himself. This spell summons down the disc of the sun, an army of fiery
charioteers, covers the battlefield in liquid latex, and a
rousing orgy of angelic beings of light ensues atop it.
Roll Rules: Does scorch, divine light, and physical damage to
the battlefield as before. In this final form, the orgiastic final maneuver
saps an additional D10 roll % damage from all remaining enemies
and disperses it amongst the allies as health and magic points. 85% is
recovered as health, and 15% as magic. Requires 2 players to use 2 turns each -
vulnerable. Each player rolls combat - intelligence D20. Both must
be successful. For damage roll D10, x 10 + D10 +D10. That is the max percentage
of damage done to all vulnerable enemies in the area. Any ally vulnerable to
divine light and scorch damage who are not the casters may receive a small
amount of damage. Uses 16 magic each to summon.
-costs $25000 for Star Child, 10000 experience for both users
Elemental Spell Rotes:
Name: Fire Level 1 (Availability - Mindfreaks only)
Ability: A fireball shoots forth from the wand or staff and does fire
damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple
way to produce fire for local use. Flame isn't strong enough to vaporize or
incinerate anything in a reasonable time. Does fire damage to enemies
vulnerable to fire. Targets 1 enemy. Uses 1 turn. For damage roll Intelligence
D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Ice Level 1 (Availability - Mindfreaks only)
Ability: A blast of ice cold air shoots forth from the wand or staff freezing
the water vapor in the air as it travels leaving a streak of white in the air.
Does ice damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple
way to freeze surface water, chill a room, put out small fires, etc. Does ice
damage to enemies vulnerable to ice. Targets 1 enemy. Uses 1 turn. For damage
roll Intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Ice Level 2 (Availability - Mindfreaks only) (Must know Ice Level 1 first)
Ability: Ice balls hail down upon a person pummeling them with ice and physical damage.
Roll Rules: Combat - roll intelligence D20. Does ice and physical damage to enemies vulnerable. Targets up to 3 enemies if they are close together. For damage roll Intelligence D10 twice. Uses 4 magic to cast.
-costs $1500, 1500 experience
Name: Lightning Level 1 (Availability - Mindfreaks only)
Ability: a blast of electricity shoots forth from the wand or staff,
electrifying the air and the intended target. Does electrical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple
way to damage on exposed circuit, give someone a small shock. Does
electrical damage to enemies vulnerable to electricity. Targets 1 enemy. Uses 1
turn. For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Earth Level 1 (Availability - Mindfreaks only)
Ability: a storm of rocks and pebbles is generated from the wand or staff,
pummeling the intended target. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used
to dent and damage things. Does physical damage to enemies vulnerable to
physical damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10
+ 4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Earth Level 2 (Availability - Mindfreaks only) (Must know Earth Level 1 first)
Ability: a large boulder crashes down on an enemy. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used to dent and damage things. Does physical damage to enemies vulnerable to physical damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 twice. Uses 4 magic to cast.
-costs $1500, 1500 experience
Name : Wind Storm Level 1 (Availability - Mindfreaks only)
Ability: a blast of cold wet strong bitter winds is generated from the wand or
staff, pummelling the intended target. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used
to blow light things around, put out flame, fan flame, etc. Does physical
damage to enemies vulnerable to physical damage. Targets 1 enemy. Uses 1 turn.
For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Other Spell Rotes:
Name: Illuminate (Availability - all magic users except Necromancers)
Ability: Brings light to an area with normal darkness. Useful if you don't have
tools to create torches, or a flashlight, or a candle, or something)
Roll Rules: Passive - roll intelligence D20. Uses 4 magic.
-costs $500, 500 experience
Name: Evil Vision (Availability - Necromancers only)
Ability: User only can see through magical darknesses. Useful for when torches
and flashlights do nothing.
Roll Rules: Passive - roll intelligence D20. Uses 3 magic.
-costs $500, 500 experience
Name: Leviosum (Availability - all magic users)
Ability: Levitate something minimally heavy
Roll Rules: Passive - roll intelligence D20. Uses 3 magic.
-costs $500, 500 experience
Name: Expelliarmus (Availability - Mindfreaks and Stoners only)
Ability: Expel a weapon or shield from an enemies hands
Roll Rules: Combat - intelligence D20. Single target. Uses a turn. Uses 4 magic.
-costs $800, 800 experience
Name: Avada Kedavra (Availability - Mindfreaks and Necromancers only)
Ability: The instant kill spell
Roll Rules: Intelligence D20, three times. All must be
successful. Uses a turn. Uses all magic points left with a minimum of 7.
Will kill any one enemy who does not have a talisman against it, even
a large boss (talismans will be noticed if someone does a successful
wisdom check in the battle, and will be available to collect as treasure after
for any enemy who has one).
-costs $10000, 4500 experience
Name: Black Cloud of Darkness (Availability - Necromancer only)
Ability: Engulphs a fairly large area with magical darkness, which only a
necromancer can see through with no difficulty.
Roll Rules: Passive or combat - roll intelligence D20. Does no damage, but makes it
difficult for anyone but a necromancer using evil vision to see In
combat a handicap will be applied to all fighters in that area of -5
attack roll.
-costs $1500, 1500 experience
Name: Gravity Level 1 (Availability - Mindfreaks only)
Ability: Brings into being a small gravitational field that draws a small and medium sized enemy closer to or onto the ground. It can also slow down other enemies, causing them to hit for less on physical attacks.
Roll Rules: Combat - roll intelligence D20. Targets up to 2 nearby enemies. Uses 1 turn to cast initially. Does no damage. Uses 3 magic per each target initially, and 1 magic per each target for each subsequent turn you want the spell to be active.
-costs $1100, 1100 experience
Name: Gravity Level 2 (Availability - Mindfreaks only) (Must know Gravity Level 1 first)
Ability: Brings into being a medium sized gravitational field that draws an over-medium and some large sized enemy closer to or onto the ground. It can also slow down other enemies even more, causing them to hit for less on physical attacks.
Roll Rules: Combat - roll intelligence D20. Targets up to 2 nearby enemies. Uses 1 turn to cast initially. Does no damage. Uses 3 magic per each target initially, and 1 magic per each target for each subsequent turn you want the spell to be active.
-costs $2000, 2000 experience
Name: "THX, The Audience is Listening" (Availability -
Everyone)
Ability: Remember when this used to be at the start of movies?A high intensity
sound wave will either do internal damage to an enemy, or shatter an enemies
weapon, armour, shield, item, or talisman.
Roll Rules: Combat - roll intelligence D20. If successful, roll a D20, odd does
damage, even shatters something - moderator determined. Damage or importance of
item shattered depends on how high of roll the D20 was - moderator determined.
Uses 1 turn. Single target. Uses 6 magic.
-costs $2000 gold, 2000 experience
Name: Happy Slime (Availability - Ghostbusters only)
Ability: A potent goo that can cause someone angry to become passive, in
some cases friendly, and in some cases amorous. Also can cause bronze
statues to move.
Roll Rules: Passive or combat - roll intelligence D20. In combat the
attack can either end the battle in a stalemate, cause an enemy to
lose its next turn until provoked or attacked again, or bring to life a
bronze construct nearby. (Bronze constructs will have their own abilities
depending on the construct). It does no damage on its own. Uses a
turn. Single target. Uses 3 magic.
-costs $750, 750 experience
Name: Mad Slime (Availability - Ghostbusters only)
Ability: A potent foo that reacts to emotion. It can piss someone off, make
someone upset, cause an ally, an enemy, or ones self, to go berserk. Roll Rules: Combat or passive
- roll intelligence D20. In combat the potential is that the slimed
individual loses control of themselves for the next turn. While they still
control their attack choice, they may harm an enemy or an ally (they roll D10,
odd is an enemy, even is an ally). It boosts their regular hit 25%. Uses a
turn. Single target. Uses 3 magic.
-costs $1250, 1250 experience
Name: Ectoplasm (Availability - Ghostbusters only)
Ability: Utilizes a spirit's ectoplasm to boost their next 3 attacks.
Roll Rules: Combat - roll intelligence D20. Depends on the
spirits attached to the spell. Uses 2 magic for every spirit used. 3 spirit
slots available.
-costs $3500, 3500 experience
Name: I Ain't Afraid Of No Ghosts (Availability - Ghostbusters only)
Ability: Removes the fear status from an ally that is causing them to stop
involuntarily trying to run away each turn.
Roll Rules: Passive, or Combat - roll intelligence D20. Removes fear statuses from
an ally. Single target. Uses a turn. Uses 3 magic points.
-costs $500, 500 experience
Name: Occultists Resurrection (Availability - Ghostbusters and Necromancers only)
Ability: Accidentally kill someone too soon? Unable to detect or get the cooperation of the spirit of the dead? Just rip them out of the afterlife by bringing their body back to life for potential interrogation. Unhindered by that whole not feeling pain, not being afraid thing might loosen their tongue a little.
Roll Rules: Only works on non player characters, recently deceased or otherwise. Passive - roll intelligence D20, thrice, and must succeed all three times. (Interrogation or other actions taken require additional rolls. This is just for the resurrection). Uses 4 magic points per attempt.
-costs $2000, 2000 experience
Name: Pass it to the left, man (Availability - Stoners only)
Ability: Since most games have turns going clockwise, or right, this one allows
you to allow the previous person who just had their turn to have another turn
immediately following yours. Excellent skill if people prior to you are doing
multi-turn moves, or are very powerful, or have a skill in dire need of being
used.
Role Rules: Combat - roll intelligence D20. Uses a turn. Single target of previous
turned player only. Uses 3 magic points.
-costs $1250, 1250 experience
Name: Fear and Loathing in Las Vegas (Availability - Stoners only)
Ability: A potent magic cocktail creates one of three statuses on an enemy: fear,
paranoia, or hallucination. May be useful for a much needed reprieve or break.
Roll Rules: Combat - roll intelligence D20. Roll D6 for status
(1 or 2 = fear, 3 or 4 = paranoia, 5 or 6 = hallucination) Fear causes an enemy
to try to run away from the battle for the next turn. Paranoia causes an
enemy to target another enemy on the battlefield for the next turn.
Hallucination can be hilarious, or frightening, depending on the enemy. The
enemy will lose their next turn either way. Single target only. Uses a turn.
Uses 3 magic.
-costs $1000, 1000 experience
Name: Herbal Remedy (Availability - Stoners only)
Ability: Cure a health depleting status ailment (like poison, or thorns, or
parasitism, or the cold)
Roll Rules: Combat or passive - roll intelligence D20. Single target only.
Uses a turn. Uses 4 magic.
-costs $500, 500 experience
Name: Relax, Man (Availability - Stoners only)
Ability: Heal an allies health.
Roll Rules: Combat or passive - roll intelligence D20. Single target only. Cures 20
health points. Uses a turn. Uses 5 magic.
-costs $1000, 1000 experience
Name: Injection-Ha Level 1 (Availability - Stoners only)
Ability: Summons forth a magical needle that injects a potent toxin right into the veins of an enemy. Causes poison damage per turn.
Roll Rules: Combat - roll intelligence D20. Single target only. Damages for +3 poison damage per turn from then on to enemies vulnerable to poison. Does no additional damage that turn. Takes 1 turn to cast. Uses 3 magic.
-costs $1750, 1750 experience
City Center Mall in Ontopolis
General Goods:
Delivery Ticket - This ticket entitles one free instantaneous delivery of goods purchased from one store to another store or location somewhere else in the world. You see, not all stores are the same. Some stores have some items, and in another city their stores may have other items, or at a different price. However if you see something you want in this town, but can't afford it, you may want to pick up a delivery ticket so that when you are really far away, too far to come back and pick it up yourself, you can have it brought to you and purchased at the other location for the same price.
-cost $1000
A rope - you never know when a rope might come in handy.
-30 feet - cost $50
-75 feet -cost $100
-120 feet -cost $150
-250 feet -cost $200
-500 feet -cost $250
-1000 feet -cost $300
Brew Pot - you need this if you are a stoner, or a witch, or a witch who gets stoned, in the non lethal way.
-cost $300
Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $100
An Ancient Ghost Trap - There's nothing fancy about this trap. This is as ancient as they come - its an enchanted bottle really. It holds one ghost. Once it is expended, the enchantment is gone, and it is useless except as a potion flask.
-cost $750
A Hawk - cool. It's a hawk. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except flying. I hear you can see what he sees though. Cool. Hawk. Cool cool cool.
-cost $1000, costs 1000 experience to learn how to communicate with it/make it useful
A Skunk - cool, er, maybe. It's a skunk. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except smelling and slinking about. Pew. Skunk. Pew pew pew.
-cost $2000, costs 2000 experience to learn how to communicate with it/make it useful
A Picnic Basket - keep it away from bears. Seriously. If your quest requires you to stop for a night, a meal might be a good idea. This picnic basket feeds 5 people and will restore up to 40% of your health if you get a full nights rest.
-cost $500
Happy Meal - can't afford a picnic? Get the 1 person happy meal for a fraction of the cost. OK, so $150 is ridiculous for a happy meal. You know what? Fuck you too buddy and starve and see if I care.
-cost $150
A flip blade - this is way too small to use in battle. I am not sure when it could come in handy questing but it might.
-cost $50
A hand pickaxe - you know, if you like to collect rocks and shit
-cost $300
A pocket chain - goddamn thieves everywhere. Chain down one item (or cash) successfully stolen with this little simple gadget. One time use if successful.
-cost $500
A Bike - built for one, this is an excellent way to get from one place to another in a fairly short time. They tend to break down on you though. Suppose it comes in handy to know someone with a screwdriver and some bike parts...
-cost $250
Bike Parts - just a generic box of bike parts to repair bikes n stuff. You still need a screw driver though, or a Swiss army knife...
-cost $150
A Surprise Grab Bag - Contains 3 random items from this store. 3 items determined by a random number generator. Items may be ANY of ALL the items in this store (City Center Mall in Ontopolis only).
-cost $1500
Weapons:
Police Surplus Wood Billy Clubs - these were designed with the police in mind. Bash a skull, anyone?
(single handed. Can be dual wielded. Durable but still made of wood. Adds +1 damage per hit. Absorbs -1 damage done by enemy per hit taken)
-cost $750
Wooden Hockey Stick - I knew a guy once who wore a hockey mask and carried around a knife. Sorry, I mean a hockey stick. Bad ass dude.
(two handed. Durable but made of wood. Adds +2 damage per hit)
-cost $500
A 7 Iron - Good for beating your way out of a rough (spot) or when fighting an uphill battle. See what I did there ;).
(two handed. Durable and made of graphite. Adds +3 damage per hit)
-cost $1100
Spiked Fuckin' Bat - It's a wooden bat/club, but it has large sharp spikes embedded into it. It's not quite a mace, but it also has spikes running the length instead of just at the head.
(two handed. Durable but still made of wood. Adds +3 damage per hit. Critical hit causes major bone and tissue rending damage)
-cost $900
Swiss Army Knife - It does everything! But mostly it houses a short blade good for stabbing things with.
(one handed. Low to moderate durability. Adds +1 damage per hit. Adds +5 more health when eating food. Can be used as a general tool for wisdom passive rolls)
-cost $450
Sling Shot - Pick up a rock, sling a rock.
(two handed. Unlimited free ammo. Adds +1 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 30 feet. Unbreakable)
-cost $300
Basic Hand Axe - Basic hand axe. What more can I say?
(one handed. Can be dual wielded. Low to moderate durability. Adds +2 damage per hit)
-cost $750
Twisty Knotted Stick Wand - Your basic run of the mill magical wand. You need this if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(one handed. Can be dual wielded with Dark Elves only. Unbreakable. Get +1 intelligence weapon bonus on your stat sheet)
-cost $500
Black Snakewood Wand - Your basic run of the mill magical wand made from rare snakewood from Snakewood Swamp in the far west. You need this if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(one handed. Can be dual wielded with Dark Elves only. Unbreakable. Get +1 intelligence weapon bonus on your stat sheet. Get +1 damage to all damage spells cast)
-cost $1300
Wooden Short Bow - Shoots arrows.
(two handed. Requires arrows. Adds +2 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 60 feet. Durable but made of wood)
-cost $1300
A quiver of wooden arrows, iron tipped - Required for use with any bow. These ones have no special effects. There are 18 arrows per quiver
-cost $350
Armour:
Orange Training Gi - Any good martial artist trains in something light and flexible, yet surprisingly resilient.
(Body armour. -1% of damage done by enemy per hit. Strong durability)
-cost $500
Cape - Any superhero is not a superhero without a flashy cape. Or maybe he is more sane without one. I dunno.
(Body armour. -1% of damage done by enemy per hit. Strong durability)
-cost $500
Tights - what goes well with a cape? Spandex!
(Leg armour. -1 damage done by enemy per hit. Strong durability)
-cost $450
Hockey Mask - ...bad ass dude, I tell ya.
(Head armour. -1 damage done by enemy per hit. Strong durability)
-cost $450
Luchador Mask - The mask of a Mexican wrestler, imbued with Mexican wrestler properties or whatever.
(Head armour. -2 damage done by enemy per hit. Strong durability)
-cost $650
Rorschach Test Mask - This cool full face cover is made from a special solid-liquid-solid layer material. It is easy to see through, changes shape with mood apparently, and scares the crap out of people.
(Head armour. -2 damage done by enemy per hit. Adds +1 to attack and +1 to defence rolls, but -1 to charisma. Moderate durability)
-cost $1400
Weighted Gear - A great way to train is weighted gear, and it affords some protection.
Headpiece - cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Leggings - cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Druish Robes - Made on the planet Druidia, by masters of the Schwartz.
(Body Armour. -2 damage done by enemy per hit. Get +1 defence armour bonus on your stat sheet if you currently do not have a defence bonus. Low to moderate durability)
-cost $850
Druish Crown - made on the planet Druidia, by masters of the Schwartz.
(Head Armour. -1 damage done by enemy per hit. Get +1 wisdom armour bonus on your stat sheet if you currently do not have a wisdom bonus. Low to moderate durability)
-cost $750
Dwarf Leather Gear - they are made by dwarves, but they come in all sizes. Though, they ARE made by dwarves... the cheap pricks.
Chestpiece - $400
(-1 damage done by enemy per hit. Low to moderate durability)
Headpiece - $400
(-1 damage done by enemy per hit. Low to moderate durability)
Leggings - $400
(-1 damage done by enemy per hit. Low to moderate durability)
Government Issue Gear - these dark dark navy business suits are made in special factories that only produce these suits. Stylish and sophisticated and classy. Owning the full set gives a +1 to charisma rolls.
Chestpiece - $1400
(-2 damage done by enemy per hit. Strong durability)
Headpiece - $1400
(-2 damage done by enemy per hit. Strong durability)
Leggings - $1400
(-2 damage done by enemy per hit. Strong durability)
Golden Palace Mall (Posh) in Ontopolis
General Goods:
The Lager Of Drunken Master - it smells and tastes like terrible cheap Saki, but it isn't. This potion endows its user with an unbelievable amount of luck, or talent, for a short time.
(+3 to defence rolls, +3 to speed tolls, +3 to stealth rolls, +3 to attack rolls, -5 to damage done per turn however can hit roll twice per turn whatever your attack is, Lasts 3 turns. Requires a D20 intelligence roll to use)
-cost $1500
Black Clydesdale Stallion - with white hooves, this breed of horse is incredibly rare, and incredibly fancy. Two or more of these horses pulling your coach would make you the talk of all the towns.
-cost $30,000
A Lioness - while anyone can ride this tamed but ferocious beast, only a Beast Master can bring her into battle with him.
-cost $50,000
Ultra Posh Coach - carries up to 5 people including the driver. Requires 2 horses. This is the way to ride around in old school style. Lined in cruelty free red dyed leather, cherry panelling. A coach is a great way to reach a far off city in a significantly shorter time.
-cost $80,000
Ultra Posh Limousine Coach - carries up to 10 people including the driver. Requires 4 horses. This is the way to ride around in old school style. Lined in cruelty free red dyed leather, cherry panelling, and has a fully stocked bar of the finest bottles. .A coach is a great way to reach a far off city in a significantly shorter time.
-cost $110,000
Rose Dust - ultra rare and comes from an enchanted rose. This item may only be available in limited quantities. Acts like fairy dust, only its effects lasts for an entire quest line.
-cost $18,000
Weapons:
Yellow Gold Infused Longsword - a blacksmith's secret, this double edged longsword is both decorative and highly durable. It is infused with costly yellow gold, giving it a yellow gold color.
(two handed. breakability low likelihood. Adds +85 damage per hit)
-cost $90,000
Red Gold Infused Longsword - a blacksmith's secret, this double edged longsword is both decorative and highly durable. It is infused with costly rare red yellow gold, giving it a red gold color, sometimes shimmering orange.
(two handed. breakability low likelihood. Adds +90 damage per hit)
-cost $95,000
Blue Gold Infused Longsword - a blacksmith's secret, this double edged longsword is both decorative and highly durable. It is infused with rarer still costly blue gold, giving it a blue gold color, sometimes shimmering violet.
(two handed. breakability unlikely. Adds +95 damage per hit)
-cost $100,000
Silver Infused Longsword - a blacksmith's secret, this double edged longsword is less decorative than the gold double edged longsword , but silver is much more common. It is infused the same way, though is not as hearty. It is infused with silver, giving it a silver color.
(two handed. breakability low likelihood for most blows. Adds +55 damage per hit)
-cost $65,000
Yellow Gold Infused Claw - a blacksmith's secret, this claw is both decorative and highly durable. It is infused with costly yellow gold, giving it a yellow gold color.
(single handed. Can be dual wielded. breakability low likelihood. Adds +45 damage per hit)
-cost $50,000
Red Gold Infused Claw - a blacksmith's secret, this claw is both decorative and highly durable. It is infused with costly rare red yellow gold, giving it a red gold color, sometimes shimmering orange.
(two handed. Can be dual wielded. breakability low likelihood. Adds +50 damage per hit)
-cost $55,000
Blue Gold Infused Claw - a blacksmith's secret, this claw is both decorative and highly durable. It is infused with rarer still costly blue gold, giving it a blue gold color, sometimes shimmering violet.
(two handed. Can be dual wielded. breakability unlikely. Adds +55 damage per hit)
-cost $60,000
Silver Infused Claw - a blacksmith's secret, this claw is less decorative than the gold claw, but silver is much more common. It is infused the same way, though is not as hearty. It is infused with silver, giving it a silver color.
(two handed. Can be dual wielded. breakability low likelihood for most blows. Adds +20 damage per hit)
-cost $25,000
Armour:
Yellow Gold Infused Chainmail - a blacksmith's secret, this mail is both decorative and highly durable. It is infused with costly yellow gold, giving it a yellow gold color. The entire set is available.
Chestpiece - cost $75,000
(-15% of damage done by enemy per hit, durable to strong hits)
Headpiece - cost $65,000
(-7% of damage done by enemy per hit, durable to strong hits)
Leggings - cost $70,000
(-8% of damage done by enemy per hit, durable to strong hits)
Red Gold Infused Chainmail - a blacksmith's secret, this mail is both decorative and highly durable. It is infused with rare costly red gold, giving it a red gold color, sometimes shimmering orange. The entire set is available.
Chestpiece -cost $80,000
(-16% of damage done by enemy per hit, durable to strong hits)
Headpiece - cost $70,000
(-8% of damage done by enemy per hit, durable to strong hits)
Leggings - cost $75,000
(-9% of damage done by enemy per hit, durable to strong hits)
Blue Gold Infused Chainmail - a blacksmith's secret, this mail is both decorative and highly durable. It is infused with rarer still costly blue gold, giving it a blue gold color, sometimes shimmering violet. The entire set is available.
Chestpiece - cost $85,000
(-17% of damage done by enemy per hit, durable to strong hits)
Headpiece - cost $75,000
(-9% of damage done by enemy per hit, durable to strong hits)
Leggings - cost $80,000
(-10% of damage done by enemy per hit, durable to strong hits)
Silver Infused Chainmail - a blacksmith's secret, this mail is less decorative than the gold mails, but silver is much more common. It is infused the same way, though is not as hearty. It is infused with silver, giving it a silver color. The entire set is available.
Chestpiece - cost $65,000
(-13% of damage done by enemy per hit, durable to most strong hits)
Headpiece - cost $55,000
(-5% of damage done by enemy per hit, durable to most strong hits)
Leggings - cost $60,000
(-7% of damage done by enemy per hit, durable to most strong hits)
Yellow Gold Infused Plate Mail - a blacksmith's secret, this mail is both decorative and highly durable. It is infused with costly yellow gold, giving it a yellow gold color. The entire set is available.
Chestpiece - cost $95,000
(-18% of damage done by enemy per hit, durable to powerful hits)
Headpiece - cost $85,000
(-10% of damage done by enemy per hit, durable to powerful hits)
Leggings - cost $90,000
(-11% of damage done by enemy per hit, durable to powerful hits)
Red Gold Infused Plate Mail - a blacksmith's secret, this mail is both decorative and highly durable. It is infused with rare costly red gold, giving it a red gold color, sometimes shimmering orange. The entire set is available.
Chestpiece - cost $105,000
(-19% of damage done by enemy per hit, durable to powerful hits)
Headpiece - cost $95,000
(-11% of damage done by enemy per hit, durable to powerful hits)
Leggings - cost $100,000
(-12% of damage done by enemy per hit, durable to powerful hits)
Blue Gold Infused Plate Mail - a blacksmith's secret, this mail is both decorative and highly durable. It is infused with rarer still costly blue gold, giving it a blue gold color, sometimes shimmering violet. The entire set is available.
Chestpiece - cost $115,000
(-20% of damage done by enemy per hit, durable to powerful hits)
Headpiece - cost $105,000
(-12% of damage done by enemy per hit, durable to powerful hits)
Leggings - cost $110,000
(-13% of damage done by enemy per hit, durable to powerful hits)
Silver Infused Plate Mail - a blacksmith's secret, this mail is less decorative than the gold mails, but silver is much more common. It is infused the same way, though is not as hearty. It is infused with silver, giving it a silver color. The entire set is available.
Chestpiece - cost $85,000
(-17% of damage done by enemy per hit, durable to most powerful hits)
Headpiece - cost $75,000
(-9% of damage done by enemy per hit, durable to most powerful hits)
Leggings - cost $80,000
(-10% of damage done by enemy per hit, durable to most powerful hits)
The Ultra Rare:
The Black Sword Yoru - one of 12 legendary swords. It spans 7 feet, yet is light and nimble. Its blade is black and single edged. It's handle is shaped like a giant cross. It is ornately decorated. There is only one of these swords in existence. Legend has it the sword can cut the air in such a way that enemies miles away can feel its swing. It was told the sword cleaved a ship on the seas in two in a single blow... from another ship.
(Long range - no reasonable limit. Breakability highly unlikely. Gives a +4 to speed and stealth rolls. Attack damage is D20 x 5. Damage can be divided out to multiple enemies in the same area. You need to roll for hit against each enemy.)
-SALE!!!! cost $250,000
The Aegis of Jason - it looks like shit armour, simple golden colored wool sewn on to a leather vest in the style of the highlands, however this is no ordinary armour. There is only one of these in existence. This armour is made from the Golden Fleece Jason and the Argonauts sought so fervently. That journey helped, no MADE the legends of Ancient Greece - Hercules, Jason, Theseus, etc.
(Chest protection. Indestructible. Adds +4 to defence rolls. Absorbs one blow completely per battle, users choice)
-SALE!!!! cost $250,000
The Jewel Encrusted Cock of Jeremy, Ron - Legend states that Jeremy, Ron was able to please women near and far, old and young, regardless of the aged deterioration of his body. A model was made of his prized cock of solid gold, and encrusted in jewels. This icon to fertility and manhood has stood the test of time. Only one available.
(It's a trophy. It does nothing immediately. Its owner will be well revered in the companion guilds and other places)
-SALE!!!! $75,000