Ugh, I'm liking the idea of a wiki more and more.
Chapel: for religious rites, matters of conscience, and Blessings
Library: a source of knowledge and possibly Magical Spells
Apocathery: for your basic, run of the mill potions
Distillery: for more unique magica potions
Medical Office: all things health related
Armory: weapons, armor, and some Dangerous Items to be found here.
Asylum: Dangerous Things of a more Mental Nature are to be found here. Also some crazy persons.
Officer Country: The Bosses. Go there for official business or if you are summoned. Try not to irritate anyone too much
The Dark Grey Market: For more illicit/dangerous/unapporved dealings. Drugs, dangerous potions, weapons of a more unstable nature: you might find what you are looking for there.
Weapons:
Melee
Threaded cane: (5 coins) Normally looks just like a normal cane, but with a press of a button the cane separates into sections linked by chain, functioning as a bladed whip. Egan) ((This is a rather normal melee weapon, if a bit fancy)
Sword of Thorns. A sword with the appearance of a twisted vine. On hte handle are several sharp, long thorns, which will pierce the hand of the user upon weilding. Kills wit hthis weapon will restore wounds and grant +1 to constitution for 1-6 turns or until the end of battle, whichever is shorter. Unweilding the sword requiresa will check. If it remains weilded, the sword will start to drain vitality from tehuser, resulting in temporary Constitution and Stamina loss. Once a temporary stat reaches Cursed level, pemranent stat loss accumulates. Magical affinity: undead (RGU)
Executioner's axe: A Large axe seemingly made of blood that easily cuts through most Living beings, but it's size forces the wielder to perform slow and wide attacks that affect everyone nearby.
Requires Large orGiant creature to weild. Magical affinty: demonic(RGU)
Brass knuckles: Gives a bit more oomph to an unarmed attack. Provides +1 against Con rolls on unarmed attacks (spaz)
-Singing blade: An enchanted sword, it becomes stronger with music and songs. It also constantly hums tunes and occasionaly sings, so it's not recommended for stealthy characters. +1 to Sword Spec on Charisma roll. Additional Charisma rolls may occur. (spaz)
Ranged
Stake thrower:A crossbow modified to fire large sanctified wooden stakes usefully against undead, poor at getting past armor. (spaz)
-Demon's greatbow: A bow made of the bones of lesser demons, commonly wielded by greater demons. It's very big, and can fire spear-sized arrows or plain spears to enemies with great power. This greatbow has no magical powers, but the strenght it takes to pull it is enough to pierce and impale any common opponent without mercy. Size: Large to Giant (spaz)
-Demonbone greatarrows: Big bone arrows meant to be fired with the demon greatbow. They can be used as a spear if you lack the greatbow. (spaz)
-Triple crossbow: A special rapid-fire crossbow designed to fire three bolts at the same time. It's very cumbersome and takes a long time to reload, but it's of high quality and very deadly in the right hands. (spaz)
Armor:
Wooden shield: A bunch of boards nailed together. Grants +1 Con against normal attacks. (RGU)
Magic:
Dreamcatchers: Spiritual amulets and wards (+1 Will vs ) against illusions and mental attacks. 3 uses. Magical affinity: astral (Demon)
Elemental magic fetishes: three uses per fetish: grants +1 on one elemental magical roll. (distilled from Tric's suggestions)
Runic tattoo: Requires Runic Magic Specialization. Grants the use of specific magic spells engraved on one's natural body. Damge to the tatto will weaken or eliminate the spell. (spaz)
Runestones/totems: Requires Runic/Ritual Magic Specialization. (Runic for runestones, ritual for totems) single use stones that can either be used as fuel for magic or to throw at enemies, at which point they explode in their respective element. Runic effects are immediate and generally low power. Ritual/totem effects require a magical ritual to be performed before triggering, and have stronger effects. (Pan)
Scrolls: Single use spells. Require Spellcasting Specialization
SpellBook: a book in which a SpellCaster can inscribe powerful spells and from which they can memorize them for use. These spells will be among the most powerful available, aside form ritual spells and alchemic spells, both of which require lengthy preparation and ingredients to use.
Blessings: Visit the Chapel to recieve a Blessing from a priest. Effect varies according to deity. (Pan)
Parasol. Resembles an umbrella with no top. Single-use item, activated magically to create a hemispherical shield that very strongly absorbs hostile magical attacks that hit it, for a brief period. (Dev)
Medical:
Replacement Limb: Varies by part. (RGU)
poisons: varies by effect – visit the potionmasters for what you want. (distilled from Tric's suggestions)
Utility:
Adventurer's Kit. Contains poles for poking, vials for sampling, some common utility items ofr maintaining equipment. (Pan)
Sack of Darkness: Blocks out all light inside the sack. (RGU)
-Staff of skeletal advice: An enchanted spine with a talking skull on the top. The skull gives useful advice or information related to the current situation when the base of the spine is sruck on the floor. Grants +1 to General Knwledge roll when used. The staff has Weak Constitution. First failed Con roll will lower Con to Cursed. Second wil destroy the staff. (RGU)
Stick of death detection: A short wooden stick engraved with necromantic runes, can be used to poke bodies. If the body is dead, the stick glows black. Undead register as dead. (RGU) (Part of the Adventurer's Kit.)
Thunderstone: a small pebble, etched with runes that, when throne against something hard, produces a deafening crack. (Spaz)
Battering ram: A normal battering ram capped with a bronze point. Comes with two pairs of handles. (Spaz)
Smoke bomb: A pouch that can be throne to produce a short lived cloud of smoke (spaz)
Pickaxe. For cutting through walls, breaking rocks, etcetera. (Dev)
Foam grenade. For putting out fires, neutralizing acids, rendering some hazardous areas safer, if slippery. (Dev)
Sticky Foam grenade. Similar, but sticky. Don't get caught in it, also jams machinery and limits the movement of people stuck in it. (Dev)
Jar of Blasting Paste. Comes with an applicator. The paste explodes when ignited, and can be applied with some precision. (Dev)
Parasol. Resembles an umbrella with no top. Single-use item, activated magically to create a hemispherical shield that very strongly absorbs hostile magical attacks that hit it, for a brief period. (Dev)
Body Modification:
Nails of the thirsty God, nails driven deep into the flesh of the user that leave them with a deep hunger that lets them go into berserk, canabalistic rages that allows them to ignore wounds and hit harder for some time but leaves them weak and hungry afterwards until they have gorged themselves on meat and flesh. Inadequate ability to control the urge to "feast upon the flesh can cause the user to start to loose control of themselves.
Grants temporary +2 to con, strength, dex, will - 2 to agi, int and intuition. Length of effect based on stamina. When the rage ends, exhaustion reduces all stats temporarily, with permanent damage done based on will/con rolls. Magical Affinity: undead.
Notes:
Random probably has the highest number of suggested items which were approved.
Dev, on the other hand, has the highest percentage of items approved: I basically copy/pasted his suggestions right in.
Pancaek reminded me to add in the locations listed up there -these are already places in Omega where you can go to get many items.
Some items weren't approved because of their uniqueness. that doesn't mean they don't exist, just that they won't be readily available.
Also, if you have questions about why a certain thing isn't on the list, fee lfree to ask, and make your case for including it.
Costs are TBD on most things.
Some items, I have questions about and need clarification:
Zentol Stone: Egan, I am unfamiliar with the entity. Please link me to a place i can get reliable information and I might add these in. The concept is interesting enough.
I think there were other questions, but my brain is tired.
Go check the astral place thingie, make a suggestion to add dreamcatchers
What astral Place thingy? also, Dreamcatchers are added.
Did Bruford archieve the 5 gold pay? What items can I afford with that for the mission?
Everyone who has posted items will receive the pay when I conclude the mission, which will be tomorrow or Saturday. For 5 coin, you can mostly get consummables like the magic stones or potions. You do remember that starting characters get 10 coin to play with as well, right?