drow personal 'power' is total of the following stats Combat Skill (shortened to combat) Arcane Ability (shortened to arcane) Lloth's Favor (shortened to favor) Wealth Renown
combat & arcane
combat: your drow's ability with whatever weapon they prefer, in and around dangerous combat situations. this is also their ability to think tactically in a combat situation, use improvised weaponry, their proficiency in their personal combat style, and other related skills.
arcane: your drow's ability over whatever arcane abilities they know of, and are able to use. this also represents their general knowledge of the arcane, the speed and control with which they can cast their spells, and all other things magic-related.
favor: your drow's favour with lloth represents how likely she is to bless you with her spells and power. this allows drows to use special abilities given to them by lloth such as necromancy and healing. 0 is considered 'averagely pious' rather than not faithful.
wealth: your drow's personal assets that hold material value. money, slaves, artifacts, and the like. as long as it can be liquidated, it counts as wealth.
renown: your drow's fame in the city, and beyond. this is how recognized their name is, through personal deed, infamy, or simple connections. it will reflect how likely people are to recognize you via appearance or name, and be aware of your past deeds, for better or for worse.
in rp, always keep these values in mind relative to the drow you are rping with. this is your drow's general social status vs theirs. the dominant drow in the relationship should go female w higher stats > female w lower stats > male with higher stats > male with lower stats. the closer your drow are to each other in those numbers, the closer they are in the social hierarchy of drow life.
Posted: Thu Sep 03, 2015 10:49 am
house perks: total house power = the power of all members in the house. (natural power, not counting equipment) top 5 player house's matron mothers + 1 npc house matron mother = governing matrons of the city. their houses are pinned in the house subforum at the top, and their matron characters can give their opinions & weigh in on the npc matron mother of the first house, who makes the ultimate decisions for various in-game events. reaching power milestones gives houses advantages.
a house must have a minimum of 50pts in one power... thing to be viewed as a 'real' house, ie their surnames are recognized, their children are allowed at the city schools, whathaveyou. if their power at any time dips so there is none above 50, they loose their rank and access to this stuff until it's restored to 'power' (50+ again)
merchant houses: merchant houses are smaller houses made up of commoners. they are governed by a ruling council of senior drow, and usually consist of mostly men. if a merchant house wishes to become more powerful, a female must step up to become the matron mother, otherwise they will not be recognized as a 'true' house by the rest of drow society. a merchant house cannot amass favour (it is locked at 0) and can only reach 250 points max for combat and arcane. its wealth and renown however, are uncapped. while the house's values are capped, it's members individual stats are not.
first power stat to reach these amounts: 300 total - custom house template 400 total - custom house template 600+ total - can create a new custom clothing set or new template each +100 custom templates can be for any age or sex, are given the two custom house armours/robes/etc as default clothing options. any new custom clothing will be drawn on all house templates. to transfer custom house armors/robes/etc to common templates, players must pay via growth points (see below), and must be in the same house. only characters who are in a house at the time can use the templates/clothing created via house perks.
these bonuses are given the first time a house reaches the total. if it declines due to drow leaving the house or spending wealth, the house can still craft the items, and reaching the target again will not allow houses to re-request custom templates/pets/etc.
combat: [t1] 50 total - can craft stat bonus weapons & armour (t1) [t2] 100 total - custom light armor (m or f) [t3] 150 total - can craft stat bonus weapons & armour (t2) [t4] 200 total - custom heavy armor (m or f) [t5] 250 total - can craft stat bonus weapons & armour (t3) [t6] 500 total - custom war mount
arcane: [t1] 50 total - can craft stat bonus arcane tools (t1) [t2] 100 total - custom simple robes (m or f) [t3] 150 total - can craft stat bonus arcane tools (t2) [t4] 200 total - custom complex robes (m or f) [t5] 250 total - can craft stat bonus arcane tools (t3) [t6] 500 total - custom summon
favour: [t1] 50 total - can craft stat bonus rituals & totems (t1) [t2] 100 total - custom simple vestments (f) [t3] 150 total - can craft stat bonus arcane tools (t2) [t4] 200 total - custom complex vestiments (f) [t5] 250 total - can craft stat bonus arcane tools (t3) [t6] 500 total - custom summon
wealth: [t1] 50 total - can build house additions (t1) [t2] 100 total - custom simple clothing (m or f) [t3] 150 total - can build house additions (t2) [t4] 200 total - custom complex clothing (m or f) [t5] 250 total - can build house additions (t3) [t6] 500 total - custom pack animal
renown: [t1] 0 - 99 total - max 2 drow per user in the house, craft 2 items a month (per drow), max 5 drow in the house [t2] 100-299 total - max 3 drow per user in the house, craft 3 items a month (per drow), max 10 drow in the house [t3] 300-599 total - max 4 drow per user in the house, craft 4 items a month (per drow), max 15 drow in the house [t4] 600+ total - craft 5 items a month (per drow). no change to 4 per user. renown also provides continual discount for building/creating.
amicableAggressor Captain
Versatile Vermin
Offline
amicableAggressor Captain
Versatile Vermin
Offline
Posted: Thu Sep 03, 2015 11:54 am
at all stages in life, each post must have a minimum of one paragraph or around 100 words to be counted towards stage growth.
starting options: baby > shop events & breeding youth > shop events young adult > shop events for previously played characters
as a baby: players can choose their drow's gender. if the baby is from one or more drows in an established house (gen 2+), the child starts in that house.
as a youth: players can choose their drow's gender. all drow that start directly as a youth do not belong to a house. youth cannot join houses/create houses if they are not in one, they must wait to become a young adult.
as a young adult: all drow that start directly as an adult do not belong to a house. if a drow is an imported character from either LoD or a separate campaign, (players must be able to provide a photo or a scan or something of their character sheet for that - or their profile and rp history etc) they can get 10 initial points to place into their power stats.
PREMADE VS SEMICUSTOM VS CUSTOM all 3 types can use pts to get alt art/new clothing and items. (see a few posts down)
premade: will only use premade hair/clothing/etc items, players can still pick from them to choose what they want. this applies to all their growth stages.
semi-custom: players can choose 1 new item to be created each time their drow grows. this can be a piece of clothing, accessory, front hairstyle, or back hairstyle. the items are available for further new drows who use the same template/are available to move to other templates.
custom: full outfit & hairstyle created each time their drow grows. each time, pick a minimum of 3 items (hair, clothes, accessories etc) that can be used by the rest of the shop for their drow who use the same template/are available to move to other templates. the rest are yours for use on your own drow and, you can give permission to select users to be able to use those items for their own drow. -- Female Vs Male Vs Inbetween biological females are naturally bigger & stronger. they are also revered due to their powers of childbirth, and due to being the same gender as lloth. gender roles are highly ingrained into drow society, to rise to the top your drow must identify as female and be able to back it up with power, cunning and approval of lloth. if your drow isn't on the gender binary and doesn't wish to identify as female they forfeit the rank and prestige that comes with it. a drow that is dfab would be seen as an idiot giving that away to become a 'lesser' creature, while dmab is more understandable to their society.
drow babies & coupling & marriage are all done for power - so no love or even like is needed between a biological male & biological female drow (they dont have to be straight etc) for them to produce offspring. in a house, they are not responsible for raising the child as it is the job of the entire house, and on the street most drow would sell their child off/abandon it. a drow parent can show interest in/keep tabs on/encourage a promising child (riding on it's coat-tails or ensuring their bloodline stays strong) but this could also be displayed by any mentor to the same kid, including other family members. -- growth requirements all users have a 2 month cool down between all growths
to grow users must reach a total of x points, various in-shop activity is worth various points. these points also can be used for alt art, clothing art, and breeding. leftover pts transfer to the next level
journal set-up: 5pts hit max points earn-able in 1 power stat (youth/ya only): 5pts join a house: 5pts 2 pages of 1x1 roleplay: 1pt 3 pages of group roleplay: 1pt 1000 words of solo: 1pt gaining a new power point: 1pt (max 5 per month) -- baby > youth quest accepted
youth > young adult 20pts
young adult > adult 50pts -- getting babies m&f drow adult stage (child goes to the house of the f drow) price = (10pts * amount of drow m owner has) + (10pts * amount of drow f owner has) per baby, max 3 babies (price can be split between parents, babies can be gifted to other users) price discounts might be available through special events. -- each user's drow limit is the highest stat of all their drow's natural stats (apart from wealth since that can drop) with no item bonuses , divided by 10, rounded to the nearest whole number. if .5, round down. 0-15 = 1 drow 16-25 = 2 drow 26-35 = 3 drow, etc extra slots on top of this can be gained through general shop activity, and events.
Posted: Thu Sep 03, 2015 3:35 pm
oppertunities for power growth at all stages in life, each post must have a minimum of one paragraph or around 100 words to be counted towards power growth.
youths: no youth's natural (item bonuses not counted) stat can be greater than 5. youth in an established house can be trained at the shop-run schools. youth can only study at one of the shop-run schools. in a rp between two or more youths at the school, every 2 pages of rp = 1 point gained in that school's specialty stat. this is on top of the monthly bonus for finished rps. if a youth completes their school training (used the school to gain at least 2 points), when they age up to young adult, they automatically get 2 more points in the same stat. (bringing them up to 7)
youth in a merchant house/no house can be trained by older drow (see training below), or earn wealth.
earn: a youth can take tasks on given to them by older drow who have a wealth of 10 or over. this can be whatever the other drow wants, from fetching them a meal, to setting a trap, to spying on another drow, to 'relocating' an item. targets for tasks must be other pcs or staff-played npcs (a child may not spy on a nameless npc). these tasks can also be the older drow 'testing' the youth to see if they would make a good addition to their house. if the child completes the task given, they can earn 1 wealth and a possible connection to the older drow's house.
young adult +: no young adult's natural (item bonuses not counted) stat can be greater than 20 - apart from wealth and renown. adults have no cap on their skills. young adults and adults can raise their skills in the same way.
train: training must require a mentor that is a drow of adult age, and one or more apprentices that are a youth, young adult, or adult drow. the mentor must have a higher stat than then the apprentice in the skill being trained. in a rp between mentor and apprentice, every 2 pages of rp = 1 point gained in the stat being trained. training can take place via lecture, practical application of the skill, demonstration, etc. only combat, arcane, and favor can be raised this way, and cannot be trained to higher than the mentor's stat level.
adventure: bands of adventuring drow can leave the city and undertake explorations in the underdark. there, they will be given tables to roll on to see what they encounter, and how strong the creatures are. comparing their combat, arcane or favor stat to the encounter's strength will decide if they succeed or not, and if they succeed, they are given wealth (and sometimes favour) relative to their current amount. surviving 5 encounters will give a 50% chance of gaining a large deposit of wealth, as well as stat-enhancing items. parties can push on for 5 more encounters (a total of 10) to have an 100% chance to get the same reward. this is the fastest way to gain wealth.
^ the above and below opportunities can be done by mercenary companies working for a house. a payment is agreed upon beforehand (use of training facilities for x months, crafted gear, etc) and all wealth gained is transferred to the leader(s) of the house, to be divided up by them how they want (possibly returning a cut of the profits to the mercenaries). this is the best way for trolls not in a house to gain house-related luxuries and bonuses.
vs adventure: bands of adventuring drow (2-4) from separate houses can leave the city and compete against each other in the underdark. there, they roll on an encounter table to see what other group they encounter and compare stats to see who is the winner. once a group looses twice they are considered to have been 'defeated' and have returned to the city. the last group standing gains a hefty amount of wealth, favour, and renown.
monthly training: each month if a young adult/adult drow has completed a minimum of 1rp that month, they can claim 1 point to put into any of their stats. this counts as their drow taking the personal time off on the side to train, trade, study, or otherwise work to advance that facet of themselves.
(for youth, ya - points lost via cap ie cant get any more so potential points are lost, are NOT TRANSFERRED OR SAVED they are gone 4ever)
amicableAggressor Captain
Versatile Vermin
Offline
amicableAggressor Captain
Versatile Vermin
Offline
Posted: Fri Sep 04, 2015 5:55 am
crafting items: drow can only wear 1 copy of each item at 1-10 renown. (1 weap (+1), 1 armor(+1)) at 11-20 they can wear 2, at 21-30 they can wear 3, etc. this continues indefinitely.
a drow must have 10 points put into an ability to create t1 items, 20 for t2, etc. items can be gifted and traded between drow, and another drow can use their wealth to pay. the discount applied is the crafting drow's house renown discount.
format: name of item: item effect (uses)(price in wealth, price with t1 renown discount, price with t2 renown discount, price with t3 renown discount, price with t4 renown discount)
t4: (only found out of the city or can be learned to craft during special events) poison (+8 ): +8 combat (2) (8,8,6,6,free) weapon (+5): +5 combat (~) (10,8,5,4,4) armour (+5): +5 combat (~) (10,8,5,4,4) buckler (+5): +5 combat (~) (10,8,5,4,4) piwafwi (+5): +5 combat (~) (10,8,5,4,4)
t4: (only found out of the city or can be learned to craft during special events) spell scroll(+16): +16 arcane (1) (8,8,6,6,free) casting implement (+5): +5 arcane (~) (10,8,5,4,4) enchanted jewellery (+5): +5 arcane (~) (10,8,5,4,4) weapon enchantment (+5): +5 arcane (~) (10,8,5,4,4) armour enchantment (+5): +5 arcane (~) (10,8,5,4,4)
t4: (only found out of the city or can be learned to craft during special events) spider summon (+cool: +8 favor (2) (8,8,6,6,free) blessed whip (+1): +1 favor (~) (10,8,5,4,4) blessed icon (+1): +1 favor (~) (10,8,5,4,4) offensive blessing (+1): +1 favor (~) (10,8,5,4,4) defensive blessing (+1): +1 favor (~) (10,8,5,4,4)
wealth: use count = amount of times it can be built. grounds, tower, and shrine are upgrades not new buildings. (replaces the old one) trading stations can either give more wealth to current house members, or be used for new house members. only the matron mother/council of a house can decree building extensions using wealth. each drow who gets the bonuses must be quoted when it is first built in the declaration post, as well as each drow who's wealth is being used to build it, and how much wealth is being taken from each. if the house ruler(s) change which drow get the bonuses, they must wait until the 1st of a new month to ensure two drows do not claim the same bonus. then post a declaration quoting the drows who loose the bonus and those who gain the bonus as a replacement. (the drow = the user owning the drow obv)
only drow who complete the required 1 rp can gain the bonuses given from wealth purchases.
t1: small training grounds: +1 combat per month to max 5 house members, claimed with your monthly finished rp. (1) (100, 100, 50, 50, 50) small wizard's tower: +1 arcane per month to max 5 house members, claimed with your monthly finished rp. (1) (100, 100, 50, 50, 50) small shrine to lloth: +1 favor per month to max 5 house members, claimed with your monthly finished rp. (1) (100, 100, 50, 50, 50) small trading station: +2 wealth per month to max 5 house members, claimed with your monthly finished rp. (~) (100, 100, 50, 50, 50)
t2: medium training grounds: +1 combat per month to max 10 house members, claimed with your monthly finished rp. (1) (200, 200, 100, 50, 50) medium wizard's tower: +1 arcane per month to max 10 house members, claimed with your monthly finished rp. (1) (200, 200, 100, 50, 50) medium shrine to lloth: +1 favor per month to max 10 house members, claimed with your monthly finished rp. (1) (200, 200, 100, 50, 50) medium trading station: +4 wealth per month to max 5 house members, claimed with your monthly finished rp. (~) (200, 200, 100, 50, 50)
t3: large training grounds: +1 combat per month to all house members, claimed with your monthly finished rp. (1) (300, 300, 200, 100, 50) large wizard's tower: +1 arcane per month to all house members, claimed with your monthly finished rp. (1) (300, 300, 200, 100, 50) large shrine to lloth: +1 favor per month to all house members, claimed with your monthly finished rp. (1) (300, 300, 200, 100, 50) large trading station: +6 wealth per month to max 5 house members, claimed with your monthly finished rp. (~) (300, 300, 200, 100, 50)
Posted: Fri Sep 04, 2015 5:11 pm
how to: new alternative art, new clothing items, new template use same pts for growth
new 1 piece of clothing: 10pts transfer 1 piece of clothing to another base: 5pts new full outfit: 30pts transfer outfit to another base: 15pts can purchase one option 4 months. per user. can only request clothing on a templates used by an existing drow, and use the pts gained from that drow to do so.
clothing is usable by everyone after buying, except for full outfits. for those, the purchaser must pick a minimum of 3 items that are public domain, and the rest of the outfit is exclusive to them (they may give people permission to use the pieces though)
new art base: 50pts can be for any stage can purchase (if current stage, with new outfit pieces & alt art) every 4 months.
art bases are usable by everyone after buying
new alt art: 10pts can purchase (at the same time as clothing/outfit) every 4 months. per drow. again must use the drow's growth points for their own art.
& for all: also special events
this is only available when i have this stuff open for purchase. if it's closed, users must wait.
the natural course of drow life aka bitchslapping oh god im making hs all over again
for 1 vs 1 with player characters, it goes like this
drow take their primary 'talent' score (combat, arcane, or favor w/e is higher), counting any passive bonuses from gear, and roll 1d4. once they see the total, they can choose to use 1 limited use item to bump their score up. if there is a tie, the drow with the highest natural score wins. if both those are tied, roll again. the higher total score is the winner of that fight - the rest of the posts can be rping whatever is going down, keeping in mind which one eventually comes out on top.
--
baby's first out of town adventure, vs monsters (actually there are three more dice, one with what they encounter, one with where they encounter it, and one with what classes the monsters are BUT LETS NOT PUT THAT IN NOW LOL)
for each encounter, players take turns posting, each party member must post at least once, attacking one monster (with their score, any assisting party member's score and the monster's up top). party members can team up to add their highest stats together aka assist. assisting another party member means the total of the party member's assisting scores are added together for the damage vs the monster. each member must post their part of the attack. a party can only use assist on one monster per dice-roll encounter group.
if there are more monster than players, the party must post at least once per monster, with their drow cutting down/loosing against the target (same syntax at the top).
if over half of monsters but NOT ALL are defeated, the party wins. if this happens twice in a row however, they are exhausted from the close battles and cannot continue. if half or less of the monsters are defeated, the party looses and cannot continue. if all monsters are defeated, the party wins and players can continue. a tie in stat numbers = the monster wins. if players have one/limited use items, they can use them in their attacking post.
favor to the attacking drow is the one who posts the last attack post, if multiple are teaming up. (aka the one who deals the killing blow)
rolling successfully to ULTIMATE LEWT at 5/10 or reaching 10/10 = party multiplies their total loot by 3, and each member gains +1 point to put in w/e they want. if a party wants to retreat before reaching 5 or 10 milestones, they can retain all lewt received till then. they also retain all lewt gotten up to the point of a GAME OVER MAN. if they roll on the 50% chance -they cannot continue-. even if they loose. gotta take their half-wins back hoem.
1st dice 1) As you pass through a long winding tunnel, 2) Stepping out into a vast cavern, 3) Stopping to rest by a speeding river, 4) As you reach the bottom of a steep cliff, 5) Finding yourself at the edge of a deep rift, 6) Arriving in an abandoned darkstone mine, (encounter wealth x2)
2nd dice 1) your party is suddenly beset by 2) your party is suddenly beset by a shambling troupe of bugbears. 3) your party is suddenly beset by a squadron of unfamiliar drow. 4) your party is suddenly beset by a plantoon of kuo-toa. 5) your party is suddenly beset by a band of quaggoth. 6) your party is suddenly beset by pale-skinned humans adventurers from the world above!
3rd dice 1) There's a flash of energy in the dark, and the crackling of a spell being formed, the signs of a magic wielder. 2) You sense the heavy presence of a divine hand lying over this party, carrying blessings of their deity. 3) A creature yell out with bloodlust as you approach, and you can see madness in their eyes and the gleam of a blood flecked weapon. 4) As you get closer, you realize that these creatures are already dead, tattered and worn with hollow eyes, yet still moving. 5) 6)
4th dice * this represents the highest threat monsters in the group attacking, there can be more faceless npc monsters that are weak and easily cut down. 1) 1 monster, highest stat is 50 (renown +5 to the attacking drow) 2) 2 monsters, stats are 20, 20 (renown +3 to the attacking drow) 3) 3 monsters, stats are 20, 12, 12 (renown +3 to the attacking drow) 4) 4 monsters, stats are 12, 12, 10, 10 (renown +1 to the attacking drow) 5) 5 monsters, stats are 12, 10, 8, 8, 8 (renown +1 to the attacking drow) 6) 6 monsters, stats are 10, 8, 8, 5, 5, 5 (renown +0.5 to the attacking drow)
2nd dice 1) every monster drops 5 wealth 2) every second monster drops 5 wealth 3) every monster drops 3 wealth 4) every second monster drops 3 wealth 5) every monster drops 1 wealth 6) every second monster drops 1 wealth
3rd dice 1) nothing 2) +1 renown to each party member 3) nothing 4) +1 wealth to each party member 5) nothing 6) +10 wealth to be divided by the party
Posted: Sat Sep 05, 2015 6:19 am
what haven't i dealt with uh
amicableAggressor Captain
Versatile Vermin
Offline
amicableAggressor Captain
Versatile Vermin
Offline
Posted: Thu Sep 10, 2015 6:56 am
managing houses: house thread titles should be marked as [open] to signify if they are searching for recruits. a house that falls inactive (open and is not replying to applications for several months, has not updated it's points total for several months, user of the matron mother has left gaia etc - no actual rule for this just if we get reports/observe that it's happened) then two things can happen. 1) with permission from the current matron, one of their daughters can take their place as the de-facto ruler of the house. this can be done through a political coup, murder if the current matron's owner wants them to be removed, or simply the mother handing the position down. 2) if the matron's owner has disappeared completely, the house is marked as [fallen] and all drow in it may leave for other houses or create a new one.
by creating a new house, those responsible for it are entering into an agreement with the shop to maintain and update it. inactivity is fine for small/medium periods as long as the users have notified their house beforehand by posting in the house thread, and do not simply disappear with no warning. users can use mule accounts for the houses should it be run by a council, or if the users of the ruling family wants to work together to keep it updated. abuse of trust re: mule access, taking wealth aspect from house users who have not agreed to it beforehand are all considered as against shop policy of dont-be-an-a** and will get punished.
the first post of a house page should be their name, saying, colours, and icon. it should also include a link to their Power thing and a time stamp of when it was last updated. it should also include any special titles given by the mule it should also include the shop-made spoiler with all codes related to things house in it, they should be used in the thread to facilitate easy updating and maintenance. the second post should be a short blurb of the house's history, policies, and quirks - this should be maintained and updated as nessecary. it helps potential recruits and outsiders know the history of the house. the third post should contain a list of all drow in the house, with their respective rank. the fourth post should have the house's individual power aspects which should be updated when the total power # is updated as well. the fifth post should contain all the house's 'unlocked' doohickies. manor extentions and crafting options and etc. the rest of the first page can be whatever the house chooses to have, be it the house laws, recruitment information, services available, or anything else. the remainder of the house thread can be used for plotting, house notices, and whatever else people want to use it for. the shop mule will also post there with any story-related upgrades it has recieved, and notifying it of becoming one of the ruling houses, etc.
Posted: Tue Apr 26, 2016 12:28 pm
need 2 rebalance crafting items so they're worth it at any lvl, increase price for higher stuff, rework t4
t4 should be either for pvp or pvm, with UNIQUE EFFECTS/multiple options like t4 weapon(pvp) - lets your pvp spread be instead of 555 > 567, 555 > 548 t4 weapon(pvm) - lets you divide your damage between two monsters (attack both in 1 post) t4 weapon (misc) - lets you earn +1 extra stat point for completing a training session cost to craft should be the same as buying a small ******** house so like 200/200/100/100 lmao also should give base the same attribute bonus as a t3 if i'm getting rid of being able to 'stack' gear
t1-t3 weapons should be useful for the entire power level, remove 'stacking' weapons as an ability
so t1 weap should help someone from +1-30 in that aspect ... probably +5 (curr stat/10, min 1) t2 31-70 ... +10 (curr stat/7) t3 71-100 +25 (maybe curr stat/5)
idk i think fixed will be better : \ SCALING IS HARD WAILS
rebalance prices for these so its more like .... ******** under spoiler 'cause it's long
t4: (only found out of the city or can be learned to craft during special events) poison (+8 ): +x2 nat combat (2) (8,8,6,free) weapon (+5): +nat combat (~) (10,9,7,5) armour (+5): +nat combat (~) (10,9,7,5) buckler (+5): +nat combat (~) (10,9,7,5) piwafwi (+5): +nat combat (~) (10,9,7,5)
t4: (only found out of the city or can be learned to craft during special events) spell scroll (+8 ): +8 arcane (2) (8,8,6,free) casting implement (+5): +5 arcane (~) (10,9,7,5) enchanted jewellery (+5): +5 arcane (~) (10,9,7,5) weapon enchantment (+5): +5 arcane (~) (10,9,7,5) armour enchantment (+5): +5 arcane (~) (10,9,7,5)
t4: (only found out of the city or can be learned to craft during special events) spider summon (+8 ): +8 favor (2) (8,8,6,free) blessed whip (+5): +5 favor (~) (10,9,7,5) blessed icon (+5): +5 favor (~) (10,9,7,5) offensive blessing (+5): +5 favor (~) (10,9,7,5) defensive blessing (+5): +5 favor (~) (10,9,7,5)
amicableAggressor Captain
Versatile Vermin
Offline
amicableAggressor Captain
Versatile Vermin
Offline
Posted: Mon Nov 28, 2016 8:05 am
Alt Art, Custom Clothing, New Templates, Etc Drow exp is used for purchasing all things below. The options listed will not always be available, and will only be purchase-able when there is an artist available to fulfill the orders. Discounts/gaia gold/other payments might also be options, depending on events, artists, etc.
Clothing is defined as a separate piece from any other item that is not sewn/attached onto it before it is put on. A dress would be one piece of clothing, but a skirt and top are two. Jewelry and accessories fall under this as well. All clothing bought via this is available for all other users, unless buying a full outfit. For full outfits, the same rule as for custom drow applies. Three of the items in the outfit must be made public domain for all shop patrons to use, while the rest become exclusive and only usable by the purchaser or users they have given permission to. New bases bought via this way become available for all shop drow.
Drow will not receive new artwork when buying new pieces of clothing, unless the 'alt art' option is also selected.
Piece of clothing (1):
5 exp
Transfer clothing (1) to another base:
5 exp
Complete outfit:
25 exp
Transfer outfit to another base:
25 exp
New stage base:
50 exp
Alt Art*:
10 exp
*Alt art purchased with the exp from one drow must be for the same drow.