RE: Black Zenith [Adventure RPG / Chapter Three: Forgotten Whispers]
05-16-2013, 04:12 PM
(This post was last modified: 05-16-2013, 04:16 PM by chimericWilder.)
After several minutes, Shanterel seems to have hauled all of his magical items out of his bags and up on display. Atleast, you assume these are all of his items - his bag still looks like it is stuffed to the brim.
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SpoilerStudded Leather Jerkin
+2 Defense
35 Gold
Healing Potion (5 in stock)
Heals the user for 350 health. Does not take up a turn to use. Only one potion can be used per turn.
10 Gold
Major Healing Potion (2 in stock)
Heals the user for 650 health. Does not take up a turn to use. Only one potion can be used per turn.
18 Gold
Potion of Invisibility (1 in stock)
Instant invisibility lasting 4 turns. Attacking does not break this kind of invisibility. Does not take up a turn to use. Only one potion can be used per turn.
30 Gold
Mana-Laced Bandages (2 in stock)
Heals a target for 30% of their health (max 500) over 3 turns. This item may only be used on someone not in combat and not performing some kind of strenous activity. Anyone who is knocked out or otherwise disabled is considered to not be in combat. Using the item takes two turns.
5 Gold
Blacksteel Greataxe
+20 Power
70 Gold
Blacksteel is tougher and more dense than ordinary steel.
Pendant of Tranquility
Grants the ability Tranquility.
Tranquility: Heals all nearby allies for 0.3 Power (using your highest strength/speed/affinity stat as multiplyer) each turn for three turns. You must keep casting to maintain this effect. 14 Cooldown.
105 Gold
Hellbound Whip
Grants the ability Flaming Whip
Flaming Whip: Sets the whip on fire, causing it to deal an additional ½ Power fire damage on each strike and causes attacks with it to scale off of affinity. Lasts 3 rounds. Does not take a turn to cast. Cd 10. (Note: Though Punishment is technically three attacks, the +damage will only work on one target each round)
Gold: 100
Oraclestone
+2 Affinity
Grants the ability Insight
Insight: Seek an answer to a question or situation. Cd 26.
Gold: 90
Heartstone Pendant
Any attack which would kill you is nullified and you are instead healed for 3x Power and stunned for three rounds aswell as presumed dead. Cooldown 18.
Gold: 90
A single drop of blood in an ocean of tears.
Manacharge Conduits
+2 Strength, Speed and Affinity
Allows you to perform short dashes and leaps, control falls and generally redirect yourself in any direction of your choice. Has an approximate cooldown of 4 turns.
Grants the ability Manacharge.
Manacharge: The conduits gather up, vent and control magical power. You can use this to enhance your own actions, effectively granting you +50 Power and allows your attacks to count as either magical or physical for the purposes of overcoming damage reduction and stuff like that. Lasts 2 rounds. Cd 14.
Gold: 235
Several sets of steel bracelets, inset with large sapphires capable of gathering magical energy. Once activated, the sapphires can vent the stored mana, thus adding velocity to a blow, or it can simply be absorbed to enhance a spell.
Manacharge Leapers
Allows you to jump, leap, float and hover. You can stay in the air for a short period of time before the gems run out of energy, dropping you to the ground on the next round. They recharge very quickly, though.
Gold 90
A pair of sapphires inset in each their special sole meant to be worn with a pair of boots. By discharging energy, they can launch you into the air and even keep you there, not unlike a pair of rocket boots.
Several Mining Explosives
Your explosive attacks now ignore 50% of any damage reduction your enemy might have, up to a maximum of 50.
If you buy the whole lot, you get a discount! Which is saying that you dont have the option to just buy any number you specify because bluh.
Costs 65 gold
Alchemist's Fire
All explosive damage done deals an additional 5 damage. This extra damage done multiplies proportionally the more targets it hits, but is never changed by any rolls.
If you add this stuff to your bombs just so, they'll burn to cinders for sure. Well, very slowly.
Costs 45 gold
Iron Coffin Lid (Its a shield)
Grants 10 points of damage reduction
This will do just fine.
Costs 50 gold.
Waterwood Longbow
+2 Precision
You can hit targets from a farther distance than normal, should distance ever matter.
Cost: 70
Elven Shortbow
You can fire two arrows each round, but they use the same roll and if you choose to do so, your base damage is split between each attack. Any effects that allow you to deal additional damage per attack is split, too. Effectively, it just allows you to spread the damage to more targets if you wish.
An ornate bow, made of sung wood. It is designed to hold two arrows with ease at the same time.
Cost: 40
Bullsleather Jerkin
Any critical hit will bless you with Hellpower, increasing your damage by 10% for 3 rounds.
Also, cows are incredibly afraid of you.
Cost: 65
Komodo Studded Leather
Grants the ability: Regeneration
Regeneration causes you to recover 5% of your life each turn for 3 turns. Cd 6.
Gold: 75
Though the leather is somewhat flimsy, it seems to hold a significant amount of power regardless.
Starmetal Greatsword
+2 Strength and affinity
Whenever you spend a turn not attacking with this sword, it charges up with mystical powers, causing your next attack with it to deal an additional 25% damage.
Hidden effect.
Gold: 175
The stars come to my aid.
Water Vase
Occasionally produces healing potions.
Gold: 125
A delicate deep blue water pitcher or vase. It carries an air of great age, and pure water seems to form in it even when left empty. With time, the water becomes enhanced with restorative properties.
Wizards' Focus
You can store a spell in the Focus.
Grants you the ability Spell Focus.
Spell Focus: Releash the stored spell with 3x the effectiveness! Cd 12.
Gold: 165
At first glance, nothing more than simple glass orb. To a magician, however, it is so much more. It will trail after its owner, often displaying a captive spell in its depths, ready to be unleashed.
+2 Defense
35 Gold
Healing Potion (5 in stock)
Heals the user for 350 health. Does not take up a turn to use. Only one potion can be used per turn.
10 Gold
Major Healing Potion (2 in stock)
Heals the user for 650 health. Does not take up a turn to use. Only one potion can be used per turn.
18 Gold
Potion of Invisibility (1 in stock)
Instant invisibility lasting 4 turns. Attacking does not break this kind of invisibility. Does not take up a turn to use. Only one potion can be used per turn.
30 Gold
Mana-Laced Bandages (2 in stock)
Heals a target for 30% of their health (max 500) over 3 turns. This item may only be used on someone not in combat and not performing some kind of strenous activity. Anyone who is knocked out or otherwise disabled is considered to not be in combat. Using the item takes two turns.
5 Gold
Blacksteel Greataxe
+20 Power
70 Gold
Blacksteel is tougher and more dense than ordinary steel.
Pendant of Tranquility
Grants the ability Tranquility.
Tranquility: Heals all nearby allies for 0.3 Power (using your highest strength/speed/affinity stat as multiplyer) each turn for three turns. You must keep casting to maintain this effect. 14 Cooldown.
105 Gold
Hellbound Whip
Grants the ability Flaming Whip
Flaming Whip: Sets the whip on fire, causing it to deal an additional ½ Power fire damage on each strike and causes attacks with it to scale off of affinity. Lasts 3 rounds. Does not take a turn to cast. Cd 10. (Note: Though Punishment is technically three attacks, the +damage will only work on one target each round)
Gold: 100
Oraclestone
+2 Affinity
Grants the ability Insight
Insight: Seek an answer to a question or situation. Cd 26.
Gold: 90
Heartstone Pendant
Any attack which would kill you is nullified and you are instead healed for 3x Power and stunned for three rounds aswell as presumed dead. Cooldown 18.
Gold: 90
A single drop of blood in an ocean of tears.
Manacharge Conduits
+2 Strength, Speed and Affinity
Allows you to perform short dashes and leaps, control falls and generally redirect yourself in any direction of your choice. Has an approximate cooldown of 4 turns.
Grants the ability Manacharge.
Manacharge: The conduits gather up, vent and control magical power. You can use this to enhance your own actions, effectively granting you +50 Power and allows your attacks to count as either magical or physical for the purposes of overcoming damage reduction and stuff like that. Lasts 2 rounds. Cd 14.
Gold: 235
Several sets of steel bracelets, inset with large sapphires capable of gathering magical energy. Once activated, the sapphires can vent the stored mana, thus adding velocity to a blow, or it can simply be absorbed to enhance a spell.
Manacharge Leapers
Allows you to jump, leap, float and hover. You can stay in the air for a short period of time before the gems run out of energy, dropping you to the ground on the next round. They recharge very quickly, though.
Gold 90
A pair of sapphires inset in each their special sole meant to be worn with a pair of boots. By discharging energy, they can launch you into the air and even keep you there, not unlike a pair of rocket boots.
Several Mining Explosives
Your explosive attacks now ignore 50% of any damage reduction your enemy might have, up to a maximum of 50.
If you buy the whole lot, you get a discount! Which is saying that you dont have the option to just buy any number you specify because bluh.
Costs 65 gold
Alchemist's Fire
All explosive damage done deals an additional 5 damage. This extra damage done multiplies proportionally the more targets it hits, but is never changed by any rolls.
If you add this stuff to your bombs just so, they'll burn to cinders for sure. Well, very slowly.
Costs 45 gold
Iron Coffin Lid (Its a shield)
Grants 10 points of damage reduction
This will do just fine.
Costs 50 gold.
Waterwood Longbow
+2 Precision
You can hit targets from a farther distance than normal, should distance ever matter.
Cost: 70
Elven Shortbow
You can fire two arrows each round, but they use the same roll and if you choose to do so, your base damage is split between each attack. Any effects that allow you to deal additional damage per attack is split, too. Effectively, it just allows you to spread the damage to more targets if you wish.
An ornate bow, made of sung wood. It is designed to hold two arrows with ease at the same time.
Cost: 40
Bullsleather Jerkin
Any critical hit will bless you with Hellpower, increasing your damage by 10% for 3 rounds.
Also, cows are incredibly afraid of you.
Cost: 65
Komodo Studded Leather
Grants the ability: Regeneration
Regeneration causes you to recover 5% of your life each turn for 3 turns. Cd 6.
Gold: 75
Though the leather is somewhat flimsy, it seems to hold a significant amount of power regardless.
Starmetal Greatsword
+2 Strength and affinity
Whenever you spend a turn not attacking with this sword, it charges up with mystical powers, causing your next attack with it to deal an additional 25% damage.
Hidden effect.
Gold: 175
The stars come to my aid.
Water Vase
Occasionally produces healing potions.
Gold: 125
A delicate deep blue water pitcher or vase. It carries an air of great age, and pure water seems to form in it even when left empty. With time, the water becomes enhanced with restorative properties.
Wizards' Focus
You can store a spell in the Focus.
Grants you the ability Spell Focus.
Spell Focus: Releash the stored spell with 3x the effectiveness! Cd 12.
Gold: 165
At first glance, nothing more than simple glass orb. To a magician, however, it is so much more. It will trail after its owner, often displaying a captive spell in its depths, ready to be unleashed.