you and the party ask around, gathering info on the various shops.
The blacksmith can only afford 10 pounds of it, at 1000 gold, the tinkerer's shop is the same way, save for the fact that the tinkerer offers 1750 for 20 pounds.
Since you are buying it from the source, commissioned work is 3/4 of it's store price, but would require a full day to be completed.
Yes. there is plenty in stock for things on the list, from wooden Thimbles to Steel Great-Toobigswords.
Yes, and the price would be the same, to compensate for the blacksmith working out of quota and using a material he has no experience with.
The local crafters mainly deal in Iron, steel, and Sandsteel, the local metal.
The local blacksmith knows a guy for magicite, who would be willing to sell it at 1000 gold a pound.
A normal Toobigsword is approximately 3 Yards long, and Great items are twice as big.
Yes, you could feasibly wear two knuckledusters, two gloves, two gauntlets, two Great-gloves, two Great-gauntlets, and still be able to hold a weapon, but your hands would be chunk mitts by then.
A weapon that came into recent popularity after the discovery of ancient texts describing a drunken warrior who used a bottle to slay a horde of demons, and then brewed margaritas from their blood. a common bottlesword looks like
and they have hollow insides, perfectly sealed in case of hydration emergency.
All textile items are made out of Cotton cloth and leather, a metalworking city like this has little else to offer. you could make the gold into wire, but that would mean two days, one day for the wire, and another for the tailor to make anything out of it.
They do make gloves, at 50 Gold pieces for a pair.
The ones provided here are made of Mundane materials, and have no special preference, but the stave is the largest, and therefore has more room for nodes, and other magic effects.
Theoretically, they are all the same, in practice, wands and other cylindrical poles provide the perfect shape to channel magic and hold nodes in the precise locations required for spellcasting.
It would be as easy as buying an ammo bag, going into a meditative state, and then creating copies of the nodes you want. and applying them to the tea-pot.
Reforging would be for the best, there are a LOT of nodes on your knife by now, From poison to control, reforging it would allow you to refine those further, in theory. transferring it would be more cut-and-dry however, with less chance of failure.
There are a few humble Ma-and-pa stores in the living district, and most of the important manufacturing goes on in the royal district, so as to keep an iron grip on the people, you also hear rumors of there being a black market of sorts in the tavern. and lastly, Quidives couldn't get an inventory of any kind from the local "LCA", due to it's item on request, or totally random. selling style. basically, you give him money, and he gives you whatever he feels like.
After a bit of searching, you find that it is produced in the brewery, and he apparently only uses a rare root that grows around here. taking a look at the potion, it has no restorative nodes, only emotional manipulation ones, carefully balanced to force the body to heal while in an enraged state.
You and Quidives get set up with the blacksmith and brewery to create what you need, the brewers isn't an alchemical lab, but Quidives has more than enough materials to make her potion, along with producing a refill of alchahest, the brewer charges her 350 gold for materials.
The pirates mysteriously disappear along with 100 of your gold, only to return with a big waterskin, bubbling violently.
you purchase and sell the items on your list, except for the morte-morte, which the shopkeep refused to take so much as a drop of, for 100 (mana potion), 50 (Illusion potion), 0 (Liquid light) 250 (curvy sword) and 50, (Conspicuous stick)
The blacksmith hammers out a few thimbles using some of your gold.
What now?2779 Gold
5 turns before day
Kirek ShnappsLevel 6
Exp; 56%
Health; Perfect
Mana; Perfect
SD; Critical. (2 turns daylight shielding)
Prince Richard BlubfyshLevel 5
Exp; 84%
Health; Perfect
Mana; Lightly strained
Favor; Martial arts
Quidives ArcheLevel 4
Exp; 69%
Health; Perfect
Mana; Lightly strained.
Studying; More fire
(2 days left on transformation potion)
EvimeriaLevel 4
Exp, 56%
Health; Perfect
Mana; Perfect
Godly Status; Low
Nahme FaivtunainLevel 2
Exp; 20%
Health; Perfect
Mana; Perfect
Necromantic chunk; a Chunk of negative energy, bound to Kirek by way of magic, Able to reverse the intended effect of spells of all kinds, Has a tendency to 'lock on' to enemies. (Cannot speak)
Baby Black Dragon; A Little dragon with tough skin, dragons are known for adapting physically to their environments, and taking on characteristics of what they commonly eat, it's scales appear to be black like obsidian, with small slivers of crystal clear in some places, a rare few of it's scales have become blackish brown, with streaks of obsidian. It is wearing a rather nice cowboy hat, with a flawless emerald set into the front. (Grey with red shadow)
Gelly hat:With no strengths and many weaknesses, this rather large gelly has made itself useful as a hat for Kirek, provides 1 additional turn of Daylight shielding. (Cannot speak)
Immunity Gelly: A high level tiny slime imbued with the power to resist magic itself, it is adorable like many of it's kind. (Cannot speak)
John "Average Joe" Doe: He wears a suit, and his name is "John Doe". (None)
Jimmy Liquorsoul: He is currently not attacking you, so you suppose he is a follower. (Pitch black) (Blue with black shadow)
Fireball: Handily in a new lamp, his burn has been curbed, allowing Mana regen once more. (Red with pink shadow)
Derrick Dahlson: Known by his friends lovingly as 'friggen nitwit' He serves as the engineer of the pirate gang, and knows the ship's workings inside and out. (Red stripe) (Navy with Green shadow)
Jo-un Dear: Cook of the Pirate gang, he serves as their cook, making Horrible monstrosities into more edible horrible monstrosities. Could make anything edible. (Blue stripe) (Navy with blue stripe)
Jimbabwe: He is Jimbabwe, He kills things. (Pink stripe) (Purple)
Damien Liquorsoul: Powder monkey to the pirate crew, he is well versed in many types of weaponry. (Green stripe) (Navy with red stripe)
Grandbeck Sands: Leader of the remaining pirate gang, He was once Lord Aestival's first mate. (Yellow stripe) (Navy)
Shadow Claw: Allows for basic grapple, claw, and slash attacks, shadow density can be expended to extend it temporarily to reach far off targets, or to grapple to new area's. (Kirek)
Massive Shaded Wings: allows for gust attacks, gliding, and unlimited flight. Shadow density can be expended to severely increase feather growth, and subsequent molting. these feathers are each the size of an arm, and are permanent unless exposed to bright light, at which point they evaporate. (Kirek)
Dark Arms: allows for weapons and arm armor to be equipped, Can be transformed completely, within Euclidian space. (Kirek)
Meditative state(LV1); Puts the user in a state where node manipulation is far easier. (Requires a turn to start and stop it, no experience is gained in this state.)
Healing shadow(LV6); Equalizes your concentration of Shadow Density, Mitigating wounds, can also be used to stitch mortal wounds together in others using their shadows. (Mana Cost is trivial)
Enchanting(LV21); No artificer is quite complete without this, it will allow you to enhance Material Objects to your hearts desire, you can also perform a temporary version of it on yourself and objects for a much smaller effort (Permanent mana cost is Easy, Temporary mana cost is Incredibly Trivial.)
Shadowmancy(LV4); Grants it's user the ability to control shadows and see though them, even to craft objects from solid darkness. Gives a higher chance of success compared to normal enchanting (Permanent mana cost is Medium, Temporary cost is trivial)
Diplomancy(LV7); Gives your words more sway, Allowing for temporary suggestions to be made to most beings. also allows magical effects to be applied to your words, from fire to healing if such a spell is available.(mana cost is medium) (Spellword cost is heavy)
Glorious Blast(LV5); Send forth a blast of holy energy, from the Gods themselves, Which ones send it depends on your Favor. (Mana cost is Variable, Specify strength)
Shine Shape(LV6); Create an object from light itself, as is your birthright, for a single turn. It will not give you what you want, but rather, what you need. (Mana cost is Easy, state a usage rather than an object, eg. "Shine Shape a weapon that can reach that foe"
Alchemical Prodigy(LV???);At it's current level it allows the user to readily identify and understand all bases of Alchemy, It also causes a daily Study subject to appear under the user's stat page
Mix and match(LV10) Allows the user to Jerry-rig a Mechanical or magical machine from parts provided, guaranteed to be of use or your money back!
Natural Lifetime(LV9) Allows the user to draw on experience given only by a life through the eye's of a cog in nature's grand machine, Allows for complete control over one's body and provides insight on mundane creatures immediately on encounter.
Steal (LV7); Allows the user to attempt to steal something. (Currently at a 33% chance)
Temporal magic (LV10); Alters the flow of time, the more focus a person's mind has, the more effective the spell is. (Mana cost is minor while conscious, sending solid objects back in time is currently beyond your mana limits.)
Quicken (LV1); Creates a small portal to the future, one way for now. (Mana cost is moderate, increases with further distances through time, Base distance is one turn, battles excluded.)
Dice affinity (LV3); All but the most powerful dice are merely an extension of you, allowing you to control them on a whim. (Allows control of physical dice outcomes when godly power is high, also allows moderate psychic powers regarding dice.
Imitate (LV3); Nahme attempts to learn a dance.
Perform (LV3); Allows Nahme to perform a dance that she has learned.
Clean (LV2); Nahme Cleans and restores an item, increasing their effectiveness. (Effectiveness depends on item equipped)
Brew (LV3); Creates tea using a liquid container and any item.
Tandem Cutter(LV1); Kirek and Quidives Work together to unleash a flurry of incredible attacks, learned in the way only years of practice can. (Mana cost is incredible, can be used without cost during auspicious moments.)
Bobslash (LV1); Richard summons the true power of Bob to unleash a devastating slash. (Mana cost is Heavy, Requires a source of holy energy as a catalyst.)
Renewable nodes
Light
Dark
Necromantic
Earth
Reinforcing
Illusion
Light life
Items
Facemask (Withered life)
2 Bombs (None)
Curvy sword (None)
3 Bottles of Absinthe (Toxic)
2 Bottles of Alchoheal (99%) (Healing, Toxic)
Bottle knight's Blade (Special item)
Wizard's pot (Spacial warping, Structural, Light mana draining)
Dragon chew toy (4/7) (None)
Turban EQUIPPED EVIMERIA (Withered life)
Bob EQUIPPED RICHARD (Special item, Holy, light, Destiny, unknown,)
Extendable rod EQUIPPED EVIMERIA (Strengthening)
Utility belt (5 slots) EQUIPPED EVIMERIA (None)
Bandanna of holding; (6 Slots) EQUIPPED QUIDIVES (Spacial warping, Light mana draining)
Recipe for (Advanced Anthropomorphic potion) (None)
Mortar and Pistil EQUIPPED QUIDIVES (Magic immunity)
Flask of (Advanced Anthropomorphic Potion) (3/3) (Changing, control, life, corrupting, chaos, fire, stabilizing, natural, raw, divine, magical, self enhancing)
Tongue Cap EQUIPPED QUIDIVES (Absorbing, converting, dissolving)
Jug of (Impure Alchahest) (10/10) (Dissolving)
Burgundy satchel (10 slots seperate) (Regenerating, Spacial warping, Light mana drain)
Holy Symbol EQUIPPED KIREK (Special item)
Kirek's Knife EQUIPPED KIREK (Toxic, control, inverted illusion, necromantic, strengthening, shadow)
Sweet ass bandanna EQUIPPED KIREK (None)
Blue leather coat (5 slots) EQUIPPED KIREK (None)
Crown of the Prince EQUIPPED RICHARD (Special item)
Necromantic Chunk (LV1) EQUIPPED KIREK (Necromantic, Control, levitation, Empathetic, structural)
Goddess Gown (4 Slots) EQUIPPED EVIMERIA (Regenerating, Light mana drain, light heath drain, converting
Edgardo Bracer (Special item)
Ante-Ante (Special item)
Steel Crackpot (Strengthening, Magic immunity)
Haversack (2 slots) (None)
Gelly (Life, mind, control, soul)
Lightstone (Generates liquid light) (Light, control, mana drain, light draining, conversion)
Crystal ball (Psychic, Control)
Wand of Pew pew (46%) (Converting, control)
Vial of (Healant) (Restoring, Light necromantic)
Charging Dock (Mana absorbing, Sending)
9 crystal phials (Morte-morte) (Special Item)
Crystal Cluster (Life, divine, toxic, natural, fire, magic, trace)
Awesome box (Bottle of "Morte-morte") (None)
Poison soapstone (68%) (Special item)
Bottle of "Morte-morte" (Special item)
4 curvy swordchucks EQUIPPED FOLLOWERS (Poison, strengthening)
1 curvy swords (Poison, strengthening)
"Turban your own damn self" (75%) (None)
Blazing Lamp (Life, fire, control, mind, soul)
Sharp re-mind-control crystal (Control, levitation, strengthening)
Potion of something? 2/3 (Shadow, strengthening)
Attuned gemstone (None)
2 curvy swords (None)
Illusionary cloth (Illusion)
Crystal pan (Illusion dust) (70%) (Illusion)
Glass orb (Inverted illusion, light, mana absorption, control)
2 Cristal phials (Mana potion) (Mana)
3 marked crystal Phials (6/6) (Mana potion) (Mana)
Crystal Teapot (Residue) (None)
Divice 'T' (Holy, Light, Mana, Shape specific indestructibility, Sleep.)
Divice 'L' (Holy, Light, Mana, Shape specific indestructibility, Sleep.)
Gold scrap (None)
Angle sword (Holy, Light, Mana, Purification, Channeling, Summoning, Attunement)
Green Gemstone: A mysterious gem, the only recognizable node is a toggle switch, for on and off. (Special item)
Glasses: Help you see!
2 Gold thimbles
Handcannon shell: A shaped lump of iron, perfect for capsizing tiny boats.
20 oz Black powder
5 potion rations
1 lb malt-o-magic
2 ropes
3 servings of bait
Monster trap
Water skin (Bubbling concoction) (85%) (Intoxication)
Properties
Gambling joint in Macguffin town: Slowly produces a stock of Divine energy for Evimeria, Slowly produces a stockpile of gold, has a 100 inventory capacity.
1 dedicated room, 1 free room, one stockpile room.
Broken down airship in Goddess road outskirts: Requires 1 chunk of magicite to be made operational.
1 engine room, 3 free rooms, 4 broken rooms, 1 sleeping quarters, 1 captains quarters, 1 locked treasure room
Wagon in goddess road outskirts: has one room and a 50 inventory capacity.
-39/50-
20? pounds of misty equipment (Illusion)
Illusion scale (Illusion, life)
Mirage shark Cartilage (Life, time, illusion)
Mirage Skin (Life, time, illusion)
Mirage shark Flesh (Life, time, illusion)
Mirage shark Fat (Strong Life, time, illusion)
Mirage shark Eyes (Life, time, illusion)
Mirage shark Brain (Life, time, illusion, control)
Obsidian totem (Mana drain, Sending)
Runic paper (Magical structure)
Runic ink (Magic)
Magical Metallurgy & you! (Book)
Big book of earth magic (Book)
Complete collection of necromantic magic books (Book)
Grimouire of poisoned magic (Book)