Shop
All the prices presented in this document serve as a baseline, items will have to be bought by players for more (1-1.20x) and be sold for less (0.8-1x).
Weapons
Every weapon has 100% accuracy except if stated otherwise.
Unless stated otherwise, taking out, putting away or swapping weapons can be done in the middle of your turn instantly without counting as your action for the turn (though you can only swap what you are holding once per turn : you aren’t allowed to put away a weapon, attack with a different weapon, put it away and take out the original weapon again before the end of your turn).
Physical weapons
Arrows
Increase a bow’s statistical multiplier by 1.
Offers benefits of their material to the bow they are used with. Costs 0.125 material per arrow.
Assassin’s bow
Deals 1d4/2 * (2 * AGI + LVL * 25)
Sneak strikes (unexpected attacks) increase your statistical multiplier by 5
Silent to pull out and put away
Takes two hands to use
Can be pulled out and put away freely (as many times as you want) during your turn.
Battle axe
Deals 1d4/2 * (8 * STR + LVL * 20)
Takes two turns to swing
Takes two hands to use
Bow
Deals 1d4/2 * (4 * AGI + LVL * 20)
75% accuracy
Takes two hands to use
Claymore
Deals 1d4/2 * (8 * STR + LVL * 20)
Takes two turns to swing
Takes two hands to use
Cleaver
Deals 1d4/2 * (4 * STR + LVL * 20)
Can hit up to 3 enemies as long as they are within melee range
Takes two turns to swing
Takes two hands to use
Crossbow
Deals 1d4/2 * (LVL * 30)
Can be used even without bow experience.
Can be pre-loaded with an arrow, allowing you to shoot without wasting a turn on the attack1.
Takes two hands to use
Dagger
Deals 1d4/2 * (2 * AGI + LVL * 25)
Sneak strikes (unexpected attacks) increase your statistical multiplier by 5
Silent to pull out and put away
Can be pulled out and put away freely (as many times as you want) during your turn.
Fists
Deals 1d4/2 * (2*STR + LVL * 10)
Great bow
Deals 1d4/2 * (5 * AGI + LVL * 20)
100% accuracy
Takes a full turn to pull out and put away
Takes two hands to use
Longsword
Deals 1d4/2 * (6 * STR + LVL * 20)
Takes two hands to use
Mace
Deals 1d4/2 * (6 * STR + LVL * 25)
Defense values are doubled against it.
Morning star
Deals 1d4/2 * (4 * STR + LVL * 20)
50% piercing
Pickaxe
Deals 1d4/2 * (3 * STR + Level * 20) damage.
Takes two turns to swing.
Can be used to break down walls
Rapier
Deals 1d4/2 * (3 * AGI + LVL * 20)
If your LUC is higher than your target’s and your AGI is at least twice as high as your target’s, this weapon will completely pierce armor.
Shortsword
Deals 1d4/2 * (4 * STR + LVL * 25)
Sling
Deals 1d4/2 * (3 * STR + LVL * 20) damage.
Can be used at a range
50% accuracy.
Has a 50% chance to stun enemies with a brain who have an unprotected head for 1 turn.
Spear
When used with two hands
Deals 1d4/2 * (4 * STR + LVL * 20)
50% pierce
Has an important accuracy reduction when fighting in extremely close quarters.
When used with one hand
Deals 1d4/2 * (4 * AGI + LVL * 20)
Sword
Deals 1d4/2 * (5 * STR + LVL * 20)
War hammer
Deals 1d4/2 * (7 * STR + LVL * 20)
Takes two hands to use
You cannot dodge attacks or block them with your weapon after attacking with this
Warstaff
Deals 1d4/2 * (4 * STR + LVL * 20)
Always makes its target flinch and lose focus if they take damage.
Whip
Deals 1d4/2 * (3 * AGI + LVL * 20)2 damage
Always makes its target flinch and lose focus if they take damage.
Can also be used as a rope
Unless used on a target with only 1 HP left, it will not kill.
Magical weapons
Mana gauntlets
Deals 1D4/2 * (STR + LVL * 20) damage
Mana gauntlets are enchanted gloves that help you to focus your mana to cast spells while also allowing you to store mana. The mana gauntlet’s mana pool is distinct from your own, meaning that when casting a spell, you cannot use both your own mana and the gauntlet’s at the same time, you either have to use your own mana pool, or charge the gauntlet with your mana first, and then use their mana pool.
Elemental gloves
Deals 1D4/2 * (2 * MAG + LVL * 20) damage of an element.
Elemental gloves help mages focus their mana into spells of a specific element. They also increase the statistical multipliers some elemental spells, generally melee-oriented ones that use their caster’s hands as the means of attack like Bolt Fist or Shadow Strike.
Magic staff
Deals 1d4/2 * (2 * MAG + LVL * 20) damage
A simple magic staff that helps its wielder focus their mana into spells, while also offering some self-defence capabilities on their own.
Magic staves generally deal elemental damage and often increase the damage of spells of a specific element.
Magic tomes
Books made of (3) materials that heavily resonate with magic.
Magic tomes allow their user to focus their mana to cast spells, while also increasing their inner understanding of magic, decreasing the mana costs of their spells3 (by 10% by default).
Magic orbs
Orbs generally made from crystal or glass that help a great deal with focusing mana into spells.
Magic orbs make it harder for mages to lose focus on a spell.
Grimoires
Value :
- Tier 1 : 100 coins
- Tier 2 : 200 coins
- Tier 3 : 500 coins
- Tier 4 : 1000 coins
- Tier 5 : 2000 coins
Spells containing all the information needed to learn a spell. It takes 20 turns to learn a spell while holding one.
When held, it allows a mage to use the spell contained within, but no other.
Instruments
Flute
Increases negotiation by 10%
Pan flute
Increases negotiation by 10%
Lute
Increases charisma by 10%
Lyre
Increases charisma by 10%
Bagpipes
Increases intimidation by 10%
Drum
Increases intimidation by 10%
Horn
Increases intimidation by 10%
Weapon materials
Hard materials
Weapons made of hard materials (most physical melee weapons) cost X/2 * Y
X is equal to the amount of material needed for the creation of the item.
Y is equal to the cost of said material.
Daggers, lances (1 for shaft, 1 for point), shortswords and bows cost 2 material
Swords, axes, morning stars, maces, rapiers, pickaxes, greatbows, etc. cost 3 material
Most two-handed weapons and cleavers cost 4 material
Repairs cost (half of a weapon’s normal materials)
Scrap metal
Value : 25 coins
Weight : Requires 2 * (Amount of material used) STR to wield effectively.
Reduces a weapon’s physical statistical multiplier by the amount of material used in its creation.
Iron
Value : 50 coins
Weight : Requires 4 * (Amount of material used) STR to wield effectively.
Dense iron
Value : 100 coins
Weight : Requires 6 * (Amount of material used) STR to wield effectively.
Copper
Value : 250 coins
Weight : Requires 3 * (Amount of material used) STR to wield effectively.
Decreases a weapon’s physical and magical statistical multipliers by 1
Increases a weapon’s level multiplier by 5.
Steel
Value : 250 coins
Weight : Requires 6 * (Amount of material used) STR to wield effectively.
Increases a weapon’s physical statistical multiplier by 1
Cobalt
Value : 350 coins
Weight : Requires 4 * (Amount of material used) STR to wield effectively.
Decreases a weapon’s physical statistical multiplier by 1
Increases a weapon’s magical statistical multiplier(s) by 14
Ancient Dweller teeth (weapon)
Value : 370 coins
Weight : Requires 7 * (Amount of material used) STR to wield effectively.
Increases a weapon’s physical statistical multiplier(s) by 1.
Increase the holder’s luck by 5
Causes enemies killed with the weapon to reroll failed item drops.
Orphan teeth
Value : 400 coins
Weight : Requires 7 * (Amount of material used) STR to wield effectively.
Increases a weapon’s physical statistical multiplier by 1.
Adds 2 * MAG ice elemental damage to a weapon.
Produces cold when a hilt connected to a tooth is held.
Somewhat heavy and offering no give, it is impossible to mold into any shape, at most being potentially carved, making it so it can only be used to make bladed weapons with short blades like daggers, lances or arrows.
Bronze
Value : 500 coins
Weight : Requires 3 * (Amount of material used) STR to wield effectively.
Increases a weapon’s level multiplier by 5.
Chrome
Value : 625 coins
Weight : Requires 10 * (Amount of material used) STR to wield effectively.
Increases a weapon’s physical statistical multiplier by 2
Gold
Value : 750 coins
Weight : Requires 4 * (Amount of material used) STR to wield effectively.
A soft but heavy metal that resonates with magic.
Decreases a weapon’s physical statistical multiplier by 2
Increases a weapon’s magical statistical multiplier(s) by 25
Ancient Dweller’s spine
Value : 840 coins
Weight : Requires 4 * (Amount of material used) STR to wield effectively.
Increases a weapon’s physical statistical multiplier by 2
Can only be fashioned into a warstaff of a whip.
Elemental stone
Value : 875 coins
Weight : Requires 12 * (Amount of material used) STR to wield effectively.
Can only be bought from high level wizards or rare item merchants.
A very chalky type of stone found in areas where powerful magical creatures died long ago. Though this material is very powerful, weapons made from it are known to be somewhat fragile since they are technically still made of simple stone that is infused with magic.
Gives a weapon 3 * MAG elemental damage of a chosen element.
Mana-proof iron
Value : 1000 coins
Weight : Requires 4 * (Amount of material used) STR to wield effectively.
An extremely rare metal sometimes found in mines where mana density is extremely high. Though similar to iron in most regards, this metal offers a very slight bluish glow, while also being slightly softer than iron. It is most unique in the fact that it blocks the effects of most magics on items made of it6! Though it can be made into armor, this isn’t recommended, as this will eventually lead to mana deprivation, and death.
This extremely rare material cannot be bought on the open market.
Titanium
Value : 1100 coins
Weight : Requires 20 * (Amount of material used) STR to wield effectively.
Increases a weapon’s physical statistical multiplier by 3
Elbailer
Value : 1100 coins
Weight : Requires 2 * (Amount of material used) STR to wield effectively.
An extremely reflective metal that reflects blue and purple light. It is famous for being almost weightless and for its possessing the odd property of being as strong as its user.
Sets a weapon’s physical and magical statistical multipliers to 0.
Increases a weapon’s level multiplier by 3 * (Amount of material used in weapon).
Abyssal steel
Value : 2000 coins
Weight : Requires 30 * (Amount of material used) STR to wield effectively.
Only sold by professional blacksmiths.
A metal harvested from the equipment of abyssal creatures. Known for its almost odd brownish-purple taint and almost chalk-like appearance, this metal is almost impossible to break.
Increases a weapon’s physical statistical multiplier by 4
Living wood (weapons)
Value : 2000 coins
Weight : Requires 3 * (Amount of material used) STR to wield effectively.
Wood from one of the few remaining Living Trees. Its still alive… it still feels warm to the touch, and it can still bleed7, talk, think, remember, suffer, see and share how it feels.
Somehow, using this feels like a sin. A taboo item that can rarely be bought from black-markets to make living weapons and living armor that repair themselves incredibly rapidly, increase the strength of enchantments by 50% and can have runes be permanently inscribed8 into them which also have their strength be increased by 50%.
Its screams can disorient creatures within melee range.
Boosts gains to chaotic and evil reputations.
Shares what it feels with every creature within melee range of itself.
Reduces physical statistical multipliers by 2.
Increases magical statistical multipliers by 2.
Young dragon bones
Value : 4000 coins
Weight : Requires 40 * (Amount of material used) STR to wield effectively.
Only sold by merchant gods such as Ego, god of wealth, Lucky, god of luck, Forge, god of creation, Shard, god of corruption, and Kael, god of magic, to people who they believe are worthy. It should be noted that owning a weapon made of dragon bones that was stolen could incur the wrath of some gods.
The bones of a dragon, though it is probably the hardest material in existence, since these bones come from a young dragon, they don’t possess any magical boosting abilities. Because of the extremely limited supply of this item, it is only sold to a select few, and even people such as Ego, god of wealth, are unable to get their hands on them.
Increases a weapon’s physical statistical multiplier by 5.
Dragon bones
Value : 5000 coins
Weight : Requires 40 * (Amount of material used) STR to wield effectively.
Only sold by merchant gods such as Ego, god of wealth, Lucky, god of luck, Forge, god of creation, Shard, god of corruption, and Kael, god of magic, to people who they believe are worthy.
The bones of a dragon, probably the hardest material in existence that also possesses incredible magic enhancing abilities. Because of the extremely limited supply of this item, it is only sold to a select few, and even people such as Ego, god of wealth, are unable to get their hands on them. It should be noted that owning a weapon made of dragon bones that was stolen could incur the wrath of some gods.
Increases a weapon’s physical statistical multiplier by 5.
Increases a weapon’s magical statistical multiplier(s) by 29
Elder dragon bones
Value : 5000 coins
Weight : Requires 40 * (Amount of material used) STR to wield effectively.
Impossible to buy.
The bones of an elder dragon, probably the hardest material in existence that also possesses unrivaled magic enhancing abilities. Because of the essentially inexistent supply of this item, it is only given or sold to a select few such as the primordial gods and Lucky. It should be noted that owning a weapon made of dragon bones that was stolen could incur the wrath of some gods.
Increases a weapon’s physical statistical multiplier by 5.
Increases a weapon’s magical statistical multiplier(s) by 310
Magic materials
For crystal balls
Pure glass
Value : 250 coins
Glass of the highest quality, it is often used in magical items or to make astronomy equipment.
Nightmare shard
Value : 340 coins
A small violet crystal containing a magenta core.
Some say these occult crystals are how demons are able to create and control Shadows.
Breaking a nightmare shard will increase the risk level by 10 for 3 turns.
With MAG above 18, nightmare shards can be inserted into yourself to cast Dissolution for 5 turns at no mana cost.
Can be crafted into a magic orb with CRA above 34, which leads to a magic ball that makes it so you can’t have your focus broken when using Darkness and Chaos magic.
Quartz
Crystal crawler’s crystal
Magic quartz
Crystals made of concentrated elemental mana
Mimic core
Value : 1100 coins
A small rubbery ball that feels like it has some kind of hard material inside. Mimic cores can be eaten to temporarily gain extremely powerful regeneration, allowing for the regrowth of entire limbs and organs; this effect lasts 5 turns and grants 20% HP regeneration, but doubles all damage taken. The exterior can be cleaned off the keep only the crystal inside, which can be used to make a crystal ball that increases spell accuracy by 20%.
Diamond
Glutton’s Pride
The eyes of a Gem Glutton.
For magic tomes
Succubi skin
Value : 40 coins
Say what you will, but demon skin is demon skin, and this type not only has a nice flexibility to it, but it also has a really soft texture, a pleasant smell, all the while being extremely cheap! It reduces mana costs by 10%.
However, do note that, since succubi are considered peaceful, carrying their skin around is seen similarly to carrying human skin around…
Magical wood paper
Value : 100 coins
Good old reliable’. Paper made from the wood found in enchanted forests. It decreases mana costs by 10%.
Glutton skin
Value : 130 coins
The skin of a corrupted humanoid, mixed in with the skin is little pieces of what look like stone… it’s probably better not think about it too much. Though it can be used to make light armor with relatively good defense (+1), it also conducts mana well enough to be made into a magic tome that reduces fire and ice spells mana cost by 20%.
Imp skin
It looks bad, folds constantly, your quill always seems to get stuck in it, but gods be damned, it simply conducts mana so wonderfully.
Devil skin
Literal layers of devil skin. Gets imprinted with mana from its user quite quickly but also somewhat poorly perceived by most, especially the demonic species.
Demon skin
Skin of proper demons.
Fairy skin
Value : 430 coins
Ever wanted to have a book that could cast spells on its own? Well now you can! Extremely taboo to the point some people will kill you on sight from just having it!
Living paper
Value : 600 coins
Paper made from the bark of the living tree. You can sometimes hear it cry and see tears flowing out of it… it’s kind of disturbing actually. This living material still feels warm to the touch, and it can still talk, think, remember, suffer, see and share how it feels. A taboo item that can rarely be bought from black-markets to make living books that write themselves, can repair themselves and can even be used to cast spells, while also being to cast spells themselves! Increases the strength of enchantments by 50% and can have runes be permanently inscribed into them which also have their strength be increased by 50%.
Boosts gains to chaotic and evil reputations.
Shares what it feels with every creature within melee range of itself.
Has its own mana pool worth (LVL * 200).
Reduces all mana costs by 25%.
For magic staves (catalyst)
Staves require 1 catalyst and 2 rod materials
Acidfly larvae egg
Value : 120
An extremely soft catalyst which is breaks easily. It is quite common, as it does conduct mana very well, and is also extremely easy to acquire, and thus, cheap.
Increases thunder and ice damage by 10%
Nightmare eyes
Value : 200
Increase ice magic damage by 25% and chaos magic accuracy by 25%. A very powerful and cheap catalyst, that comes with the undesired effect of seemingly always looking at you from your perspective because of the high amount of chaos magic left inside of it, which is very unnerving to the people around you.
Hollow stone
Value : 300 coins
Looking at it feels lonely… It feels like it belongs in the Abyss. A small-blackish stone that contains the soul of what used to be a humanoid. These are hypothesised to be found in Restless that contain stones from the Abyss, where souls would’ve gotten stuck. Can be used (if CRA > 34) to make magic staves that increase chaos magic damage by 20%. These can also be used to feed demons.
Bloody tear
Value : 600 coins
The heart of a Vampire Beetle, though it is very soft and fragile. When used as a magic catalyst, it increases earth and nature damage by 20%
Devil’s heart
Demon’s heart
Pheonix’s heart
Value : 5000
Increases fire elemental damage by 40%. Causes staves made from biological materials to self-repair.
For magic staves (rod)
Staves require 1 catalyst and 2 rod materials
Wood
Value : 10 coins
Just regular wood, doesn’t exactly excel at mana transfers, but it does the job nonetheless… Isn’t all that suited to real combat, as it is quite frail, but often used for training. Increases mana costs by 25% because of its poor mana conductivity.
Magical wood
Value : 100 coins
Simply reliable. Quality wood taken from ancient trees growing around areas thick with mana. Carved by an expert woodworker, stable, light, beautiful, sturdy, and cheap, what’s not to love?
Bloody log
Value : 170 coins
Logs from a Bloody Treant, offering an extremely conductive, hard and light material. It increases all magic damage by 10%.
Copper
Value : 250 coins
Weight : Requires 3 * (Amount of material used) STR to wield effectively.
Slightly more expensive than wood, but also quite a bit more resistant, and fireproof! If you’re planning to drag your staff through hell and back, this is probably a safer bet than magical wood.
Corpse eater wood
Value : 500 coins
Wood from a Corpse eater tree. Feels squishy in your hands, almost like moss. Every kill with staves made of this will cause its user to gain 1 stack of “Hunger” that lasts 5 turns. Every stack of “Hunger” increases all magic damage by 10%, gaining a new stack of Hunger refreshes the duration of all previous stacks; the damage increase can go up to 50%.
Moonshroom wood
Value : 500 coins
Wood from a Moonshroom tree that was cut at night. It feels quite soft but is surprisingly strong. Feels quite nice to the touch. Even though it doesn’t seem able to shrink anymore, it still appears to react to moonlight. Increases all spell damage by 20% while under direct moonlight.
Elemental stone
Value : 875 coins
A very chalky type of stone found in areas where powerful magical creatures died long ago. Though this material is very powerful, weapons made from it are known to be somewhat fragile since they are technically still made of simple stone that is infused with magic. Though it does conduct mana quite elegantly, it also does so wildly, making this a favorite of wizards with a “Scorched earth” politic to combat.
Increases damage of a specific element by 20% but has a risk of causing spells to go wild.
Living wood (magical staff)
Value : 2000 coins
Weight : Requires 3 * (Amount of material used) STR to wield effectively.
Wood from one of the few remaining Living Trees. Its still alive… it still feels warm to the touch, and it can still bleed11, talk, think, remember, suffer, see and share how it feels.
Somehow, using this feels like a sin. A taboo item that can rarely be bought from black-markets to make living weapons and living armor that repair themselves incredibly rapidly, increase the strength of enchantments by 50% and can have runes be permanently inscribed12 into them which also have their strength be increased by 50%.
Its screams can disorient creatures within melee range.
Boosts gains to chaotic and evil reputations.
Shares what it feels with every creature within melee range of itself.
Reduces physical statistical multipliers by 2.
Increases magical statistical multipliers by 2.
Increases the strength of all magics by 25%.
Other materials
Stoneshard
Value : 370 coins
The heart of a Stoneleech, this small brown pebble is said to be able to drain mana. Weapons which are embed with a stoneshard regenerate mana equivalent to 25% of the damage they deal, however, using an embed weapon while full of mana will pose a risk to the weapon, which might crack because of mana overload. Stoneshards also have a tendency to damage weapons when used alongside enchantments.
Lesser steam charger
Value : 600 coins
A gnomic replica which could never match up to the real deal… A rather large tank that can be filled up with steam that it pressurizes barely enough so it cannot turn back into water, however if the temperature drops below -5°C, the steam will turn back into water, and the device will need to be refilled. When triggered by being hit, it releases all the pressure that was built up inside of it rapidly, causing a second impact. If attached to a weapon, it can be trigged by blunt attacks to release a second hit that deals 600 damage. Needs to be manually recharged.
Acidfly vocal cords
Value : 600 coins
The vocal cords from an Acidfly. A rare find, as most Acidflies get into fights amongst themselves that lead to them having their vocal cords be destroyed, leaving them unable to produce any sound more complex than a screech.
Known for their elasticity, these vocal cords are often cut and twisted to turn them into a bowstring (+1); soundmakers to can scare off monsters (requiring 25 CRA); or as strings for instruments, doubling their stat increases (30 CRA).
Steam charger
Value : 800 coins
A rather large tank that can be filled up with steam that it pressurizes so it cannot turn back into water. When triggered by being hit, it releases all the pressure that was built up inside of it rapidly, causing a second impact. If attached to a weapon, it can be trigged by blunt attacks to release a second hit that deals 1200 damage. Needs to be manually recharged.
Can rarely be bought in shops in Utopia.
Armors
On average, damage scales by around 35 per level (3 * 5 + 1 * 20), so :
The defense of a piece of armor is calculated equal to defense value * crafter's LVL13, the defense value of a piece of armor depends on the body part it was made for, by its material (weight class) and by any changes specific to the material used for the armor ((+1) light leg armor would give 3 defense per crafter level rather than 2).
All starting armor is shapeshifting if the player character requires it.
However, armors also have weights. To wear a piece of armor, you need to have at least weight * crafter LVL strength. The weight of an armor depends on the body part it was made for, the weight class of the piece of armor and the specific material the armor was made from (additional weight is a flat value and doesn’t scale with the crafter’s level).
Your ability to wear an armor doesn’t degrade with reductions in strength (unless said reductions are major).
Armor weight requirements are additive, if you want to wear a full set of super heavy armor and an aegis, you will need at least 14 strength per level…
All starting armor has no weight.
Base defense offered by pieces of armor per crafter level
| Super light | Light | Normal | Heavy | Super heavy | |
|---|---|---|---|---|---|
| Head armor | 2 | 4 | 6 | 8 | 13 |
| Body armor | 3 | 6 | 8 | 12 | 16 |
| Leg armor | 2 | 4 | 6 | 8 | 13 |
Base weight of a piece of armor per crafter level
| Super light | Light | Normal | Heavy | Super heavy | |
|---|---|---|---|---|---|
| Head armor | 0 | 0 | 1 | 2 | 3 |
| Body armor | 0 | 1 | 2 | 3 | 4 |
| Leg armor | 0 | 0 | 1 | 2 | 3 |
Shields have their defense scale per crafter level, like armor, however, any defense increases stemming from the defense modifiers of the specific material that was used in its making are doubled (so (+1)s becomes (+2)s).
| Shield type | Buckler | Round shield | Round shield | Great shield | Great shield | Bulwark | Aegis |
|---|---|---|---|---|---|---|---|
| Material weight class(es) | Light | Light | Normal | Normal | Heavy | Heavy | Super heavy |
| Defense | 5 | 7 | 10 | 12 | 14 | 16 | 20 |
| Weight | 0 | 1 | 1 | 2 | 2 | 3 | 4 |
All shields take 3 materials to make.
Bucklers can be attached to your arm, and as such, they do not take hand to use.
Aegises generally take 2 hands to wield simply because of how big they are.
Armor materials
Head and leg armors take 3 materials while body armors take 4.
Chain armor can be made out of any metal : chains cost 1.25x the price of the metal they are made of and are one weight class lower than the metal’s normal weight class.
Super light
Leather
Value : 50 coins
Leather that was probably made from a cow, horse, pig, or some other common farm animal.
Frostail scales
Value : 60 coins
A pretty decent insulator, some people don’t like how it shines and reflects light, while others say it makes it fashionable.
Gilled goblin hide
Value : 70 coins
A flimsy hide with shapeshifting capabilities, offers regular defense for the super light armor-class.
Boreal Windback’s feathers
Value : 90 coins
Stylish grey feathers with a touch of brown. They could be used to decorate your armor, protecting you from extreme cold, and increasing your CHA and NEG by 3.
Can also be made into super light armor with the same effect by itself.
Sometimes, unknown humanoid merchants sell these in bulk to shops, though no one knows how they are acquired…
Shadow cloth
Value : 200 coins
A fine type of cloth that often peels off walls as a Shadow is starting to disappear after being killed. It starts to smolder and eventually burn when it’s exposed to sunlight. Wearing any piece of equipment made from this will make it impossible to visually notice when standing in darkness, this effect does not extend to things that aren’t covered by it such as any items you might be holding. You can also wrap it around items to hide them.
Fairy skin
Value : 430 coins
Ever wanted to have armor that could cast spells on its own? Well now you can! Extremely taboo to the point some people will kill you on sight from just having it!
Nightmare wool
Increases mana regen, EXTREMELY COLD.
Elbailer
Value : 1100 coins
Additional weight : Requires 1 * (Amount of material used) STR to be worn effectively.
The armor upgrades itself as you level up
Light
Reinforced leather
Value : 75 coins
Wolf fur
Value : 110
Can be used as inner coating for armor to add 25 defense onto it and make it more apt to exploration in cold areas.
Can be used as a main material to make armor that keeps the user warm while also offering basic light armor defense and 4 charisma per piece of armor.
Glutton skin
Value : 130 coins
The skin of a corrupted humanoid, mixed in with the skin is little pieces of what look like stone… it’s probably better not think about it too much. Though it can be used to make light armor with relatively good defense (+1), it also conducts mana well enough to be made into a magic tome that reduces fire and ice spells mana cost by 20%.
Dweller skin
Value : 130 coins
Orangish light and slightly heat-resistant material that increases your affinity with earth magic, increasing the damage of your earth spells (even if they deal physical damage) by 5% by armor piece.
Using 2 scales and 2 skin, “Dweller greaves” can be made, offering the “Stonestep” ability, giving you 10% dodge chance from most attacks as long as you are standing on sand or rock.
Unnerving straw
Value : 130 coins
scarecrows drop
Alpha wolf fur
Value : 150 coins
Can be used as inner coating for armor to add 35 defense onto it and make it more apt to exploration in cold areas.
Can be used as a main material to make armor that keeps the user warm while also offering light armor (+1) defense and 5 charisma per piece of armor.
Two Alpha wolf fur can be made into alpha boots, which make it impossible for you to slip, while also giving you 30 defense, and 3 CHA.
Living bark
Value : 1200 coins
Can be made into living paper or a living bark buckler, but not into living armor.
Bark of the living tree. You can sometimes hear it cry and see tears flowing out of it… it’s kind of disturbing actually. This living material still feels warm to the touch, and it can still talk, think, remember, suffer, see and share how it feels. A taboo item that can rarely be bought from black-markets to make relatively weak living bucklers (-2) that can repair themselves and can even cast spells themselves!
Increases the strength of enchantments by 50% and can have runes be permanently inscribed into them which also have their strength be increased by 50%.
Boosts gains to chaotic and evil reputations.
Shares what it feels with every creature within melee range of itself.
Has its own mana pool worth (LVL * 200).
Lacerator scales
(+1), give 25% res to thunder
Elemental cloth
Cloth that was dipped in water infused with mana (water with crushed stones from elementals). Increases mana regen.
Wyrm leather
(+ 2)
Living wood (armor)
Value : 2000 coins
Wood from one of the few remaining Living Trees. Its still alive… it still feels warm to the touch, and it can still bleed14, talk, think, remember, suffer, see and share how it feels.
Somehow, using this feels like a sin. A taboo item that can rarely be bought from black-markets to make living weapons and living armor that repair themselves incredibly rapidly, increase the strength of enchantments by 50% and can have runes be permanently inscribed15 into them which also have their strength be increased by 50%.
Its screams can disorient creatures within melee range.
Boosts gains to chaotic and evil reputations.
Shares what it feels with every creature within melee range of itself.
Dragon leather
(+3)
Normal
Scrap metal
Value : 25 coins
(-3)
Iron
Value : 50 coins
Has no special effects.
Copper
Value : 250 coins
Copper is slightly lighter than iron, so there is no STR requirements for wearing armor made of it, while it still offers as much defense as iron.
Steel
Value : 250 coins
Additional weight : Requires 2 * (Amount of material used) STR to be worn effectively.
(+1)
Bronze
Value : 500 coins
(+1)
Demidragon scales
Value : 725 coins
Additional weight : Requires 2 * (Amount of material used) STR to be worn effectively.
(+1), 25% resistance to the demidragon’s main element.
Gold
Value : 750 coins
-2, but gives 25% resistance to all elements when worn. This effect is limited to where the armor is worn.
Mana-proof iron
Heavy
Dense iron
Value : 100 coins
A somewhat rare variant of iron sometimes found under oceans which, though almost exactly the same as regular iron in every way, is slightly heavier than regular and allows for greater compression of itself.
Acidfly larvae shell
Value : 160 coins
It can be crushed (requiring 20 CRA and 32 STR) to turn it into a powder that can be thrown to blind a target and make them have a hard time breathing for 2 turns. With 30 CRA, it can be fashioned into armor, a buckler or a round shield that would all offer 10% ice and thunder resistance.
Chrome
Value : 625 coins
Additional weight : Requires 3 * (Amount of material used) STR to be worn effectively.
(+2)
Wyrm scales
Dragon scales
Super heavy
Untreated acidscales
Value : 40
Additional weight : Requires 6 * (Amount of material used) additional STR to be worn effectively.
Heavy and thick dark scales that can be harvested from dead Male Acidflies once the acid has been removed from their body.
Armor made with untreated scales will have (-2), be acidproof and offer 10% resistance against ice and thunder magics.
Though these thick scales may seem unwieldy, each scale requiring 10 STR to even just carry in your backpack, once properly treated they can used to make acid-proof, regular weight super heavy armor that offer 15% resistance against thunder and ice magics (per piece), while also isolating you from heat and cold. To treat these you need at least 50 CRA; they need to be scrapped with a metal tool individually to tear off any skin or weak layers, before heating them up to at least 800°C to melt them and get rid of impurities and any leftover acid, to then mix it with iron (1-1 ratio), making a workable metal light enough to actually be used.
Dweller scales
Value : 80
Extremely thick orangish scales that can be used to make super heavy armor and offer slight heat resistance.
Using 2 scales and 2 skin, “Dweller greaves” can be made, offering the “Stonestep” ability, giving you 10% dodge chance from most attacks as long as you are standing on sand or rock.
Treated acidscales
Value : 90 coins
Bourgogne scales.
Armor made from these will be acidproof, offer 15% resistance against thunder and ice magics (per piece) and isolate you from heat and cold.
Boreal Windback’s carapace
Value : 480 coins
When melted, this stone can be molded back into super heavy armor (+1) that offers 10% resistance against ice and wind damage.
It can also be used to make prosthetic bones that get integrated into their host’s body.
Titanium
Value : 1100 coins
Additional weight : Requires 3 * (Amount of material used) STR to be worn effectively.
(+1)
Abyssal steel
Value : 2000 coins
Weight : Requires 10 * (Amount of material used) STR to be worn effectively.
(+2)
Dragon bones
Value : 5000 coins
Weight : Requires 5 * (Amount of material used) STR to be worn effectively.
(+3)
Healing items
Health
Gilled goblin slime
Value : 10 coins
Disgusting slime which has impressive antibiotic properties that needs to be stored inside a bottle or some other type of container. It slightly speeds up natural recovery.
Flowerbed leaves
Value : 15 coins
Stops bleedings and slightly reduces the pain felt on the applied region.
Forest rations
Value : 17 coins
A small wooden box filled with various herbs, wild fruits, vegetables, and a bit of meat that were all found in the forest. Eating this while out of combat heals you for 200 HP immediately.
Flowerbed gel
Value : 20 coins
A gel that needs to be stored inside a bottle or some other type of container. It slightly speeds up natural recovery and heals the target for 100 HP.
Bandage
Value : 25 coins
Stops bleedings and heals the target for 200 HP.
Deathbed gel
Value : 40 coins
A gel that needs to be stored inside a bottle or some other type of container. Heals for 300 HP, and slightly speeds up natural recovery.
Mixed forest herbs
Value : 40 coins
A fine green powder made by crushing a mix of various herbs found in most forests.
Rubbing it against a wound heals for 200 HP, however, putting it in a soup or tea, and drinking it will not only offer a soothing taste, but also heal for 450 HP.
Lesser healing potion
Value : 50 coins
The distilled life essence of a weak creature. When consumed, instantly heals its user for 25% of their health. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.
Frostail saliva
Value : 80 coins
Rubbing this against a wound will heal its target for 1000 HP, but also cause the affected region to become completely numb for 5 turns.
Wisp Sludge
Value : 100 coins
An extremely viscous blue liquid that has absolutely no taste. Drinking it heals 800 HP.
Healing potion
Value : 150 coins
The distilled life essence of a normal creature. When consumed, instantly heals its user for 50% of their health. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.
Miracle Remedy
Value : 200 coins
A mysterious purple bottle made by martial art masters in the southern mountains that is said to cure almost any illness… Cures most poisons under level 25 instantly when drunk.
Medical kit
Value : 200 coins
Contains the following :
Surgical needle (used to close wounds with thread)
Thread (x5) (used to close wounds with surgical needles)
Flask16 of pure ethanol (x5 uses) (disinfects wounds)
Bandages (x4) (stops bleedings and heals the target for 200 health)
Demonic stitches talismans
Value : 240 coins
A talisman engraved with a hex that, when put in between 2 pieces of flesh, after 3 turns, will cause them to fuse together. Slightly corrupts the user.
Male Acidfly Sperm
Value : 400 coins
An extremely thick and sweet brown liquid known for its delectable flavor. It is often used as a sweetener by the rich or added to tea or to frozen creme to make sugary treats.
When consumed, instantly heal 1000 HP.
Purified slime
Value : 400 coins
Slime that has been boiled for a few hours. When inserted into an open wound, the slime will instantly stretch itself to try and fill it up, causing the bleeding to stop, and keeping the wounded body part functional for the next 5 turns, while also healing its target for 1500 HP.
Necrotic bone
Value : 500 coins
Bones imbued with runes. These can be used to replace the bones of creatures under level 16 with a body type similar to that of humanoids. Tissue can heal and regenerate around necrotic bones.
Phoenix feather
Value : 500 coins
Can be bought at : Magic shops (rarely).
When stabbed into someone, the feather will incinerate itself, and heal its target for 2500 HP instantly, while also heightening their senses for 3 turns.
A rare Pheonix feathers that fell down from the sky without burning into ash.
Greater healing potion
Value : 500 coins
The distilled life essence of a strong creature. When consumed, instantly heals its user for 100% of their health. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.
Divine healing potion
Value : 1000 coins
The distilled life essence of an overwhelmingly strong creature. When consumed, instantly heals its user for 100% of their health, while also closing any wounds, and clearing most temporary debuffs. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.
Mimic core
Value : 1100 coins
A small rubbery ball that feels like it has some kind of hard material inside. Mimic cores can be eaten to temporarily gain extremely powerful regeneration, allowing for the regrowth of entire limbs and organs; this effect lasts 5 turns and grants 20% HP regeneration, but doubles all damage taken. The exterior can be cleaned off the keep only the crystal inside, which can be used to make a crystal ball that increases spell accuracy by 20%.
Phoenix heart
Value : 5000 coins
Can be bought at : Black markets (extremely rarely).
The heart of a Pheonix. It is the pure manifestation of life. When it is used placed in the location of the heart of the corpse of someone who died in the last 140 turns, it starts to revive them, glowing bright orange red, it will start to unstitch itself, using its own materials to close all of the target’s their wounds, to regenerate any missing tissue and limbs, before finally bringing them back to life. This process takes 5 turns, and if the target takes any damage during that time, it will be cancelled, wasting the heart in the process.
Healing flowers
Mana
Stoneleech meat
Value : 60
Extremely elastic, almost rubber-like meat that is known for being mana-rich. Consuming this will instantly regenerates 500 mana (or health if you are already full on mana).
Fairy dust
Value : 250 coins
Can be bought at : Black markets, rarely inside of magic shops.
When consumed (either by inhaling it or drinking it in water), it regenerates 25% of its user’s mana, however, it is so dense in mana that consuming it causes harm, costing its user as much health as they regained mana.
Lesser mana potion
Value : 250 coins
The condensed essence of a lesser elemental, when consumed, it refills 25% of its user’s mana, however it also causes “Mana sickness”17, doubling mana costs for the next 2 turns. Drinking a mana potions while affected by “Mana sickness” will cause you to take damage equal to the mana you regenerate.
Mana potion
Value : 500 coins
The condensed essence of an elemental, when consumed, it refills 50% of its user’s mana, however it also causes “Mana sickness”18, doubling mana costs for the next 2 turns. Drinking a mana potions while affected by “Mana sickness” will cause you to take damage equal to the mana you regenerate.
Greater mana potion
Value : 1000 coins
The condensed essence of a primordial elemental, when consumed, it refills 100% of its user’s mana, however it also causes “Mana sickness”19, doubling mana costs for the next 2 turns. Drinking a mana potions while affected by “Mana sickness” will cause you to take damage equal to the mana you regenerate.
Utility
Items
Scrap arrows
Value : 5 coins per arrow
Shears
Value : 20 coins
Throwing Net
Value : 40 coins
50% accuracy; locks a creature in place and hinders their movements for 30 / target STR turns.
Leather gourd
Value : 75 coins
Can be used to hold a singular liquid
Glass bottle
Value : 20 coins
Can be used to hold a singular liquid (500 ml).
Male Acidfly stomach
Value : 140 coins
One of a Male Acidfly’s extremely elastic stomachs. Once closed, it can be used to store liquids like a gourd or bottle. When empty it is essentially weightless and takes no space, so it can easily be carried around. It is even acid-proof!
Survival knife
Value : 150 coins
A small iron knife that deals 1D4/2 * (STR * 2 + LVL * 20) damage. It’s main use comes from the fact it slightly increases your capabilities when used to harvest plants or parts of animals.
Hollow stone
Value : 300 coins
A stone containing an aimless soul. Rarely found inside of creatures such as the Restless or demons who consume souls. Can be used as offerings for demons.
Arrowhead mold
Value : 400 coins
A simple mold used to make arrowheads; it is made out of some odd grainy, stone-like material you don’t see around often. Can be used to cast metal arrowheads on the go out of metals going up to gold in quality. 1 material is required for every 8 arrowheads made.
Permafrost Rose
Value : 600 coins
A strain of rose created by the Witch of the Permafrost Garden that is only capable of growing in places where anguished souls are commonly found. These white flowers that able to grow in snow and survive in extreme cold possess the unique ability to capture pained souls. After capturing a soul, the flower from the rose will turn from its usual white to a cold, deep blue, as it starts to freeze over, and emit great cold. They are often used as a way to keep items cold or as offerings to demons.
Magic compass
Value : 1000 coins
A compass that has been enchanted to allow it to always point towards your desired destination. They are known to break extremely often.
Faulty perpetual motion device
Value : 1500 coins
A perpetual motion device which was damaged during combat, its core is slightly cracked and the rings around it seem slower than they should be and slightly wobbly… This item passively creates a small amount of mechanical power without the use of any magic and is highly sought after by some Gnomes. This item doesn’t react with magic in any way. Forcefully infusing it with magic causes it to stop working. The stone is relatively soft and breaks somewhat easily.
Perpetual motion device
Value : 4000 coins
A mysterious smooth blue stone that produces magnetic waves that cause metal rings to hover around it and spin rapidly, producing great amounts of mechanical energy, all completely passively and without the use of any magic. The way the stone in the middle functions or even what it’s made of still remain mysteries after hundreds of years of study. This item is highly sought after by some gnomes, who have created a sort of cult around it, praising it as a “Perfect machine”, a god of sorts. This item doesn’t react with magic in any way. Forcefully infusing it with magic causes it to stop working. The stone is relatively soft and breaks somewhat easily.
Cannot be found on the open market.
Consumables
Ritual candle
Value : 5 coins
Can be used in rituals by Priests or Oracles.
Goblin rations
Value : 10 coins
A mush made of what look like cut up grass, purple intestines, unrecognizable pieces of meat, and some rotting vegetables found in a small wood container. It smells worst than most actual poisons and is often used by adventurers to hide their smell from wild monsters, animals, and goblins.
Rope
Value : 35 coins
Ropes are 10 meters long.
Harness
Value : 35 coins
A singular harness made of scrap leather.
Salt (1 kilogram)
Value : 40 coins
It’s simply salt.
Sugar (1 kilogram)
Value : 50 coins
It’s simply sugar.
Deathbed stem
Value : 60 coins
When swallowed (shreds of it are often put in soups or salads), the thorny stem releases some Deathbed’s poison, paralyzing anyone who has less than 20 magic for 3 turns while making them spaz out.
Vampire Beetle egg
Value : 70 coins
Juicy and somewhat sweet eggs with a soft, almost bouncy, outer shell… A delicacy often eaten by the rich as a desert.
Essence of light
Value : 80 coins
A small sky-blue crystal with a white core that sometimes pops out of Shadows when they are killed. Breaking one of these crystals emits a light comparable to sunlight for 5 turns at the location it was broken.
Smoke bomb
Value : 100 coins
Can be bought at : Assassin shops, adventurer shops
Creates large amounts of smoke for 3 turns when thrown on the ground. Anyone within the smoke has a 50% chance to miss their attacks.
Acid sac
Value : 100 coins
The acid sac from an Acidfly. It can be used for a variety of things. If thrown, it will blow like a balloon on impact and deal 1000 damage with 40% accuracy.
If pierced, it can be used to store toxic, unstable, or corrosive substances safely, or even as an elastic gourd for water.
Inorganic acid
Value : 110 coins
Acid from a male Acidfly. It cannot be stored in conventional containers, since it will simply pierce trough them, needing to be stored in a container made from an organic material. It melts through most solids weaker than bronze in seconds, while being completely unable to affect anything organic, making it very useful and easy to manipulate.
Acidfly larvae egg
Value : 120 coins
If its insides are smeared over a weapon, it can give it 4 * MAG frost damage for 3 turns.
Frozen blood crystals
Value : 140
The blood of an Acidfly Larvae. It produces cold when in contact with air, causing it to cover itself ice crystals naturally. Can be stored inside of a sealed vial. If thrown, it can be used to deal 400 ice damage (100% acc.). When heated up, it will quickly expand (generally breaking its container), producing a thick mist that hinders vision.
Flashbang
Value : 150 coins
Can be bought at : Assassin shops, adventurer shops
Blows up, causing a loud noise and a powerful flash of light when thrown. Anyone who was looking at it as it blew up will be blinded for 2 turns and deafened for 1. Humanoids with more than 50 INTE will be able look away from it by reflex.
Acidfly larvae shell
Value : 160 coins
It can be crushed (requiring 20 CRA and 32 STR) to turn it into a powder that can be thrown to blind a target and make them have a hard time breathing for 2 turns. With 30 CRA, it can be fashioned into armor, a buckler or a round shield that would all offer 10% ice and thunder resistance.
Orphan tears
Value : 180 coins
Liquid that comes out of the eyes of an Orphan when it is killed. When drunk, it grants immunity to all illusions and uncontrollable crying for 5 turns.
Light dust
Value : 200
A fine, shiny blue powder. When shaken, it emits some magic light, allowing it to push back darkness caused by magic. It can clearly light up a space with a diameter of 1 meter around itself clearly, and dimly light up to 1.5 meters around itself. It can be reused multiple times. When burned, it will explode and go flying in all direction, causing it to be consumed, but also to produce a great amount of magic light, allowing it to rid an area with a diameter of 30 meters around itself for of magic darkness for 2 turns.
Bundle of screamer tongues
Value : 200 coins
Eating these tongues channels forbidden knowledge directly into your body, allowing you to speak with eldritch creatures for 5 turns. It has a foul taste that stays in your mouth.
Unstable mana oil
Value : 210 coins
Requires a bottle to harvest. Mana oil, the lifeblood of non-living creatures. Drinking this slime-like liquid supercharges your magic, increasing your spell damage by 25% for 3, however, it also makes you lose 25% of your HP; though do be mindful, as this is completely inedible and may lead to severe sickness. This liquid is necessary to allow the joints of artificial creatures to move without friction getting in the way.
Screamer eyes
Value : 250 coins
Anyone smeared by the liquid held within these eyes (which burst on impact) becomes blind and deaf for the next 5 turns.
Unstable lesser mana core
Value : 290 coins
A highly condensed mana stone that can barely even stays in one piece. This stone can be used as the heart of lesser artificial life, as a source of mana for minor gnomic contraptions or as a mana bomb.
If thrown, poorly handled or damaged, this mana core will blow up, liberating huge quantities of unchanneled mana, making the act of tracking weak mana sources unfeasible and disabling all uses of magic tier 2 and below for 2 turns. Be warned, every turn this item is carried, it has a 1D12 chance to explode.
Nightmare shard
Value : 340 coins
A small violet crystal containing a magenta core.
Some say these occult crystals are how demons are able to create and control Shadows.
Breaking a nightmare shard will increase the risk level by 10 for 3 turns.
With MAG above 18, nightmare shards can be inserted into yourself to cast Dissolution for 5 turns at no mana cost.
Can be crafted into a magic orb with CRA above 34, which leads to a magic ball that makes it so you can’t have your focus broken when using Darkness and Chaos magic.
Ancient Dweller teeth (utility)
Value : 370 coins
When their outer layer is broken, it reveals a golden mushy inside, which, when dried and crushed up, can be added to a solution of water or oil to make a luck potion, which increases luck by 20 for 20 turns.
Ghastly dust
Value : 400 coins
Can be bought at : Assassin shops
A small light purple dust that makes anyone who breaths it in extremely sleepy. Those affected by it will become sluggish for 1 turn, before falling asleep. The sleep induced by this item lasts 4 turns.
Stable lesser mana core
Value : 500 coins
A highly condensed mana stone. This stone can be used as the heart of lesser artificial life, as a source of mana for minor gnomic contraptions or as a mana bomb. If thrown or damaged, this mana core will blow up, liberating huge quantities of unchanneled mana, making the act of tracking weak mana sources unfeasible and disabling all uses of magic tier 2 and below for 3 turns.
Fairy blood
Value : 500 coins
An item that is beyond taboo. It can be used in enchanting to give magic-enhancing, or regenerative properties to an item, however, it is most commonly used as an offering for devils.
When consumed (generally by drinking it), it causes its user to go on a mana-rampage, making them able to cast spells free of mana-costs for 3 turns (except tier 5 and 6 spells), but causing those spells to always hit a random target around yourself (which can also be yourself), mana-rampage also forces those affected by it to cast a new spell every turn. Consuming fairy blood is intensely addictive and can quickly lead some to becoming demons.
Agonystone
Value : 600 coins
Just holding this makes you feel disgusting. Crushing it while looking at someone will make both of you fall asleep and wake up in the Abyss. After 20 turns, you both fall asleep again and wake up in your real bodies.
Phantom Hourglass
Value : 800 coins per turn of maximum duration
Can be bought at : Rare item shops, and high-level magic shops.
A rather old looking hourglass filled with temporal sand20 that allows you to turn back time to a set point. When turned upside down (which doesn’t count as your action for the turn), the temporal sand will start to fall and its effect will start, causing it to create a “save” in time. From that point on, if anyone turns the hourglass upright, it will turn time back to when the “save” was created, when this happens, no one keeps knowledge of what happened after the save, and all the sand inside the hourglass will disappear. After all the temporal sand inside of a Phantom Hourglass has fallen at its bottom, it will disappear and become a regular, empty hourglass. If the hourglass is broken, or the sand inside of it somehow gets out, the effect will no longer be able to be activated.
Void liquid
Value : 800 coins
If applied on a weapon, runes will appear giving the weapon an additional 1d4/2 * (2*(INT+MAG)) void damage. Cannot be applied on weapons that already have more than 1 other enchantment.
Living sap
Value : 1000 coins
The blood of a Living Tree; its still able move on its own and tries to avoid being drunk… Tastes like blood and is genuinely painful to swallow. Drinking it increases AGI by 1D8 and MAG by 1D12. Drinking this also regenerates 2000 mana. Frequent consumption may lead to your blood gaining consciousness and stop itself from moving to kill you and take control of your body.
Can extremely rarely be found on the black market.
Goblin Prince brain
Value : 1500 coins
An extremely rare food often used in high level potions, since eating it allow anyone to speak and understand any language for between 6 and 20 turns.
Some say it tastes similar to sewage water.
Specialists still aren’t sure why eating this allows for universal speech, the only certainty being that magic isn’t involved in the process…
Liquid mind
Value : 2000 coins
The gel that makes up Visages, even after its dissociation upon death, it keeps the memories it gained in life and keeps gaining new memories. Having this item is extremely frowned upon, and even illegal in most cities, being known to own it is basically a death sentence.
When drank, it grants 1D20 INTEL, 1D8 MAG and 1D8 CRA, however it may also cause strokes and unforeseen effects.
However, if the gel was infused with magic right before being drank, it will instead turn the drinker into the latest living version that the liquid has seen of one of the last creatures the Visage saw before dying. The drinker can only turn into a creature whose soul is currently unbound so it can enter this new body. This transformation is incredibly painful, lasts 10 turns and turns the drinker into an exact copy, including items, the only exclusions being cooldowns and temporary effects. The specific creature the drinker will turn into depends on who was being thought of by the person who infused the liquid with magic.
It can also be generously smeared on armors to increase their defense by 25% and to make them resistant (10%) to all magics except ice, fire and thunder to which the armor will become weaker to (-10% resistance).
Spell stones
Value :
Tier 1 : 50 coins
Tier 2 : 100 coins
Tier 3 : 250 coins
Tier 4 : 500 coins
Tier 5 : 1000 coins
Simple stones imbued with spells. They can be used to cast a spell free of mana cost, however, cooldowns will still be applied as they normally would.
Enchanted tome
Value :
- Tier 1 : 200 coins
- Tier 2 : 400 coins
- Tier 3 : 700 coins
- Tier 4 : 1200 coins
- Tier 5 : 2500 coins
Books containing multiple copies of a spell. They can be used to cast a spell free of mana cost 5 times, however, cooldowns will still be applied as they normally would.
Magic Apprentice Books
Value :
- Tier 1 : 400 coins
- Tier 2 : 800 coins
- Tier 3 : 1200 coins
- Tier 4 : 1600 coins
- Tier 5 : 2000 coins
Reading one of these over the course of 20 turns teaches you all main spells from the book’s element at the book’s tier. Spells of a tier cannot be learned unless all previous tiers of main spells from the same element are also known beforehand.
Alcohol
Can be bought in : Bars, inns.
“Booze”
Value : 5 coins
No one quite know what this actually is, all you know is that it’s alcohol and that it smells like shit.
Can be used as a disinfectant.
Gets you drunk upon immediately, this lasts 10 turns.
Beer
Value : 20 coins
Gets you drunk after 4, this lasts 5 turns.
Wine
Value : 40-800 coins
Gets you drunk after 3, this lasts 8 turns.
Tastes good.
Vodka (single distilled)
Value : 60 coins
Gets you drunk after 2, this lasts 10 turns.
Ethanol
Value : 100 coins
Gets you drunk instantly; this lasts 20 turns.
Will start killing you if you have less than 20 LUC and 30 STR (except dwarves and dragonkin).
Death’s call
Value : 250 coins
Gets you beyond drunk (hallucinations, unable to feel any pain, fear, or emotions) instantly, lasts 20 turns.
Closer to poison than real alcohol, cause its alcohol made from nothing but poisonous and hallucinogenic fruits.
Kills you instantly if you have less than 50 LUC and 80 STR (except dwarves and dragonkin).
Black market items
Lolipop
Value : 40 coins
Rampage
Value : 50 coins
A fine powder made from a lolipop’s bulb that was dried and crushed into a fine dust. It can be inhaled to increase strength by 25%, reduce health loss by 25%, and make you enraged for 5 turns. Consuming this too often can lead to addiction, causing you to gain 25% INTI, but to lose 25% INTE, CHA, and NEG, while also making you generally angrier for 60 turns, after which the addiction subsides, this downside can be ignored by taking the drugs once at least every 20 turns, but doing so will also restart the cure timer.
Slave collar
Value : 600 coins
An iron collar enchanted to be linked to a slave owner ring. The wearer cannot damage the collar or attack and disobey their master. Any non-lethal damage dealt to a slave owner is redirected to one of their slaves instead.
To install a slave collar on someone, they have to be unconscious and lower level than you are. Though slaves are legal, having unused slave collars on yourself is illegal in most cities and is extremely frowned upon by most. Though considered heavy head armor, slave collar only offer defense comparable to light armor. Slaves have the “Exhausted” effect on them permanently, reducing all their stats by 20%. Slave collars break and cannot be repair upon the death of their wearer.
Slave owner ring
Value : 800 coins
A small gold ring that was enchanted to be linked to slave collars. Up to 3 slaves can be connected to a single slave owner ring. Any non-lethal damage dealt to a slave owner is redirected to one of their slaves instead.
Orphan eye
Value : 1100 coins
Can only be harvested by characters with at least 40 CRA. The eyes of an Orphan. They have no pupil, being entirely filled with dark brown. Replacing your own eyes with them allows you to see movements and changes in mana. To success in a surgery using them, the operator needs at least 52 CRA and 40 INTEL. If the operation fails, these eyes will simply not offer any vision at all. These are generally considered contraband, as they do make however uses them a partial demon.
Lesser void bag
Value : 1200 coins
A small elastic ball, approximately the size of your palm, made of a young mimic’s flesh. Anything put inside this ball will be absorbed into it, making it completely disappear and become weightless. It can hold up to 10 different small items.
Bloody sap
Extremely thick, addictive and toxic sap that increases MAG by 1 when consumed when still fresh. If you have at least 20 CRA, it can be crystalized by boiling it at high temperature before rapidly cooling it. When crystalized, it becomes safe-ish to eat one or two of them, though still addictive. Eating more than 2 has a 50% to lead to Addiction or Mana overdose, which Reduces all stats by -25% for 7 days (140 turns) or Causes you to be unable to control your own mana, making you unable to use any spells for the next 2 days (40 turns).
Void bag
Greater Void bag
Rampage (can also be bought off assassins, berserkers, and shady people in most cities)
Books
Biome information
Unknowns of this World : The Abyss
Value : 400 coins
Where to buy : Gnome-run libraries
Author: Shard Dragonsoul
About: The Abyss (biome)
Elemental history
Value :
In their own temple : 150 coins
In libraries : 250 coins
In any other temple : 300 coins
Author: Icarius
About: The history of gods from a certain element.
On Curses and the Like
Value : 1200 coins
Where to buy : Directly from Gibdo, if he likes you.
Author: Gibdo the accursed
About: Curses
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Martial artists aren’t able to use more than 1 crossbow. ↩
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Chain whips use
STRinstead. ↩ -
Sources of mana cost reduction do not stack with each other, when a character is affected by multiple reductions of this type, only the greatest one will be applied. ↩
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This increase is applied to every instance of magic damage a weapon deals. ↩
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This increase is applied to every instance of magic damage a weapon deals. ↩
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The ore only cancels the effects on magic (for instance, illusions from chaos magic) on the item made of it, you cannot, for instance, slash a fireball in half with a mana-proof iron sword. ↩
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Though it technically does bleed living sap, this sap, coming from part of a Living Tree, and not the entire tree, won’t be nearly as pure as the real deal, and as such, cannot be used like real living sap. ↩
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These runes will never stop working; however, unstable runes may eventually destroy themselves. ↩
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This increase is applied to every instance of magic damage a weapon deals. ↩
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This increase is applied to every instance of magic damage a weapon deals. ↩
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Though it technically does bleed living sap, this sap, coming from part of a Living Tree, and not the entire tree, won’t be nearly as pure as the real deal, and as such, cannot be used like real living sap. ↩
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These runes will never stop working; however, unstable runes may eventually destroy themselves. ↩
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Not be be confused with
CRA, “crafter’s LVL” literally refers to the level of the person who made the piece of equipment. ↩ -
Though it technically does bleed living sap, this sap, coming from part of a Living Tree, and not the entire tree, won’t be nearly as pure as the real deal, and as such, cannot be used like real living sap. ↩
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These runes will never stop working; however, unstable runes may eventually destroy themselves. ↩
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The kit contains a singular flask with a size comparable to a bottle of pills. ↩
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Mana sickness is caused by mana from another creature entering your body, which leads your body to try to expulse it. ↩
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Mana sickness is caused by mana from another creature entering your body, which leads your body to try to expulse it. ↩
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Mana sickness is caused by mana from another creature entering your body, which leads your body to try to expulse it. ↩
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An unconceivably rare type of sand that is so valuable some peasants are able to live off simply looking trough deserts for them one grain at a time. ↩