Welcome to Peddler's Rock. Owned and operated by Arick Skyeforge, a powerful yet kind Gaili Dovaa. He sells his wares to all for a fair price, regardless of gender, race, or clan. If you have the means to pay him for his services, he will not turn you away. Good luck on your adventures and happy hunting!
✦ table of contents ✦
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» welcome | table of contents xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» adventure items xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» ingredients xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» recipes xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» potions xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» enchanted items xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» weapons xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» clothes and armor xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» spell tomes xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» reserved xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» knickknacks xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» dragon souls and tears xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» how to order xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» credits
Posted: Mon Apr 01, 2013 1:04 am
✦ adventure items ✦
Great Additions
Types: Rope, Climbing Kit, Lock Pick Set Price: xxx» Rope: 5k ea | 2 Dragon Souls xxx» Climbing Kit: 7k ea | 3 Dragon Souls xxx» Lock Pick Set: 7k ea | 3 Dragon Souls
Description: xxx» Rope: Helps you climb out of stuck places. Also useful in specific Adventures. xxx» Climbing kit: Grants you a +5 to any die rolls that involve climbing: walls, cliffs, ceilings, not floors though... xxx» Lock Pick Set: Grants you a +5 to any die rolls that involve opening a lock.
Specialty Items
Types: Water from Vonafel, Water from Tyluafel, Water from Koralifel, Twilight Sand, Amafel Sand Price: xxx» Water from Vonafel: 20k ea | 7 Dragon Souls xxx» Water from Tyluafel: 15k ea | 5 Dragon Souls xxx» Water from Koralifel: 15k ea | 5 Dragon Souls xxx» Twilight Sand: 10k ea | 3 Dragon Souls xxx» Amafel Sand: 10k ea | 3 Dragon Souls
Description: xxx» Water from Vonafel: Water from this frozen healing lake, when ingested, will regenerate 60 LP and 60 ENG. xxx» Water from Tyluafel: Water from this healing lake, when ingested, will regenerate 40 LP and 15 ENG. xxx» Water from Koralifel: Water from this powerful lake, when ingested, will take away 15 LP, but give you 40 ENG in return. xxx» Twilight Sand: Used in special circumstances, this sand gives off a very powerful aura. It is collected from the dirt around Twilight Pillar and is used, not only in alchemical solutions, but as a power boost during battle. If ingested, the sand will increase your drive and power, in turn, increasing your ATK and DEF by 15 for 5 turns. xxx» Amafel Sand: Used in alchemical and enchantment recipes, this sand alone is also very powerful during battle. If ingested, will increase INT by 20 for 5 turns.
Talismans
Types: Second Chances, Foresight, Invisibility, Summoning, Ysali, Evasion Price: 15k ea | 5 Dragon Souls
Description: xxx» Second Chances: Allows for 1 Re-Roll [3 Charges] xxx» Foresight: Allows you to choose your path w/o Dice Roll. [3 Charges] xxx» Invisibility: Allows you to skip a creature in any room. [2 Charges] xxx» Summoning: Allows you to summon a small creature to battle in an empty room. [3 Charges] xxx» Ysali: In any Adventure requiring you to battle a dragon, you can use this to change it into a Ysali Dragon for an easier battle. [3 Charges] xxx» Evasion: Use to escape any Adventure that does not have an "instant escape" or any way out. Teleports you back to your home. [2 Charges]
Description: xxx» Olive: +10 to Step 1 Capture in the Taming Adventure [5 Charges] xxx» Crimson: +10 to Step 2 Taming in the Taming Adventure [5 Charges] xxx» Sapphire: +10 to Step 3 Training in the Taming Adventure [5 Charges] xxx» Emerald: +5 to all Steps in the Taming Adventure [5 Charges]
Description: xxx» Thistlethorn: When rubbed against a weapon or when touched by skin, leaves an extremely itchy rash. Also a poisonous herb that can be used to create lethal poisons. xxx» Seggan Leaf: This is a cure-all for most diseases and illnesses. Restores 5 LP and 5 ENG during battle if ingested. Also used to craft potions. xxx» Fluffotton: If ingested, the Fluffotton will grow, causing extreme stomach aches and internal bleeding. Used in many voodoo and blood magic rituals. This fairly beautiful herb has some drastic drawbacks. Also used to craft potent poisons. xxx» Viper Vine: A poisonous vine which drains the energy of anyone it touches. Feeding off of the hosts energy. Also used in poisons. xxx» Gold Petalia: Used during battle to restore 10 ENG. Also used in potions. xxx» Remedial Frond: Used during battle to restore 10 LP. Also used in potions.
Description: xxx» Green Egg: Used in special alchemical solutions. xxx» Red Egg: Used in special alchemical solutions. xxx» Blue Egg: Used in special alchemical solutions. xxx» Sage's Feather: A feather from his bonded, Sage. Used in special alchemical solutions. xxx» Fire Feather: Obtained by beating a Feuereches. They glow continuously, spitting off false sparks that glitter as they fall. Can be used to illuminate things or in creating spells, potions, or enchantments. xxx» Aiskala Feather: A feather straight from an Aiskala Dragon. Used in special alchemical solutions. xxx» Nocturnal Fur: Obtained from a dead Notbjaovin. Used in special alchemical solutions. xxx» Frosted Fur: Obtained from a dead Bykaldrta. Used in special alchemical solutions. xxx» Nocturnal Spikes: This blueish green spike is a spike from the Riistäjä's back, large and curved it is used in creating spells and potion. xxx» Poison Teeth: Obtained from a dead Lirkrept. They are small, sharp teeth, can be thrown at an enemy or stabbed into the enemy to cause the poison to begin circulating. May be used on a successful attack in battle. Deals 5 poison damage for 4 rounds and the target loses 5 ENG. If the target is a Ysali Dovaa or Drakein this has no effect.
Other Ingredients
Types: Bird's Beak, Sharp Claws, Dried Lizard, Strange Eye, Long Hair, Dark Horn, Brown Spikes, Small Cactus Price: 10k ea | 5 Dragon Souls
Description: xxx» Bird's Beak: A special, multi-colored beak from a rare bird. That poor bird... Used in Enchantment and Alchemy. xxx» Sharp Claws: Obtained from Fekarat and Triefen, these claws are used in different Alchemical solutions. xxx» Dried Lizard: A poisonous lizard preserved just for you! Used in Enchantment and Alchemy. xxx» Strange Eye: It looks oddly human, but Arick swears it's from a strange creature he found during his travels. xxx» Long Hair: A deep, dark red tail of hair with a dyed purple tip. Used in Enchantment. xxx» Dark Horn: Cut off from a large demonic creature. Used in Enchantment. xxx» Loveless Flower: A precious flower plucked from a loved ones hand. Used in Alchemy and Enchantment. xxx» Brown Spikes: Taken from a special animal, these are poisonous, so beware their spiky tips! Used in Alchemy. xxx» Small Cactus: A thorny little weed full of specialty water used in Alchemy.
Necessities
Be sure to read the Professions guide before purchasing the items below.
Alchemy and Cooking
Types: Cauldron, Vial of Water Price: xxxCauldron: 1k ea. | 1 Dragon Soul xxxVial of Water: 50g ea.
Description: xxx» Cauldron: This cauldron is a one time buy. Having it will allow you to unlock the secrets of Alchemy and begin mixing together the potent amalgam that the recipes divulge! xxx» Vial of Water: A vital part to any alchemical mixture. Each vial of water will allow you to produce one potion/poison.
Description: xxx» Astral Quill: Allows one to enchant using Astral Magics by increasing stats or anything that doesn't deal damage. xxx» Blood Quill: Allows one to enchant using Blood Magics by adding damage to a weapon or piece of armor. xxx» Astral Ink: Required to actually write the runes and magical incantations upon the weapons or armor. xxx» Blood Ink: Required to actually write the runes and magical incantations upon the weapons or armor.
Description: xxxAnvil: Use to help craft either mechanical masterpieces, or strong pieces of armor and weapons. xxxSmall Hammer: Used to help forge small pieces of armor and jewelry.
Description: xxxSewing Kit: Allows you to pull together fabrics, leathers or hides, and thread to craft amazing pieces for you or others to wear. Sell them back to Arick for dragon souls! xxxSimple Thread: Required to sew the materials together.
Posted: Mon Apr 01, 2013 1:06 am
✦ recipes ✦
Above are the recipe books in the following order: smithing, tailoring, engineering, cooking, enchanting, and alchemy. These recipes can be quite powerful tools in helping you enchant your gear or create potions for consumption. Below are the different recipes the shop has in stock. Before you can actually utilize these books, you must have the essential items necessary to craft and take full advantage of these books.
All Alchemy Recipes and Cooking Recipes require the Cauldron to be done. All Smithing Recipes require the Anvil. All Tailoring Recipes require a Sewing Kit. All Enchanting Recipes require Astral or Blood Quill (with corresponding ink).
Enchanting Recipes
Coat your quill in magic and apply the enchantment to your armor, weapons, or items.
Important Notice: You may only apply one Enchantment to any one item! You may not have a Vampiric-Fire-Ice Weapon. New Enchantments erase any earlier magics.
Enhancement
Increase a specific skill. Three recipes in one. Cost: 5k | 1 Dragon Soul Orb
Intellect: Ingredients: x1 Astral Ink, x1 Blue Egg, x1 Loveless Flower Produces: +5 INT to Self
Attack: Ingredients: x1 Astral Ink, x1 Red Egg, x1 Sharp Claws Produces: +5 ATK to Self
Defense: Ingredients: x1 Astral Ink, x1 Green Egg, x1 Bird's Beak Produces: +5 DEF to Self
Fire Damage
Add fire damage to your melee attacks. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x2 Fire Feather, x1 Long Hair Produces: +20 Fire Damage upon Successful Attack
Ice Damage
Add Ice damage to your melee attacks. Cost: 5k | 1 Dragon Orb Ingredients: x1 Astral Ink, x2 Aiskala Feather, x1 Moonstone Produces: +20 Ice Damage upon Successful Attack
Lightning Damage
Add Lightning damage to your melee attacks. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x2 Magbit Fur Tuff, x1 Amber Produces: +20 Lightning Damage upon Successful Attack
Vampiric Weapon
Enables your weapon to steal another's life force to heal yourself. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x3 Dunkel Wings, x2 Tiny Tooth Produces: For a successful hit that deals damage, gain 20 LP back. If their defense is higher than your damage and absorbs all damage, they do not take damage and you don't gain health back.
Shimmering Weapon
Your weapon shimmers and lets off a light glow. Cost: 5k | 1 Dragon Orb Ingredients: x1 Astral Ink, x3 Pearly Scales, x2 Water from Tyluafel Produces: Deals an additional 20 light (aeduan) damage.
Shadow Weapon
Your weapon is a black color so dark, that the light seems to become absorbed. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x3 Dark Horns, x2 Water from Koralifel Produces: Deals an additional 20 dark (diabi) damage.
Fire Resistant Armor
Your armor gains a burnished look, and helps protect you from fire. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x4 Fire Feathers, x1 gold. An existing piece of Armor. Produces: When hit by a Fire attack, take 20 less Fire Damage.
Cold Resistant Armor
Your armor gains an icy cast to it, and helps protect you from the cold. Cost: 5k | 1 Dragon Orb Ingredients: x1 Astral Ink, x4 Frosted Fur, x1 moonstone. An existing piece of Armor. Produces: When hit by a Cold/Ice attack, take 20 less Ice Damage.
Lightning Resistant Armor
Your armor gains a shimmering gold cast to it, and helps protect you from electricity. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x4 Shattered Granite, x1 Amber. An existing piece of Armor. Produces: When hit by a Lightning attack, take 20 less Lightning Damage.
Shimmering Armor
Your armor gains gleams and lets off a slight glow. Cost: 5k | 1 Dragon Orb Ingredients: x1 Astral Ink, x4 Pearly Scales, x2 Amafel Sand. An existing piece of Armor. Produces: The light within this armor keeps the dark at bay. When hit by a Blood or Dark spell, take 20 less damage. .
Shadow Armor
Your armor is a black color so dark, that the light seems to become absorbed. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x4 Nocturnal Fur, x2 Twilight Sand. An existing piece of Armor. Produces: The darkness within the armor repels the light. When hit by a Light spell, take 20 less damage.
Curse of Dancing
An item (when used) causes one to begin dancing uncontrollably. Cost: 5k | 1 Dragon Orb Ingredients: x1 Blood Ink, x2 Viper Vine, x1 Dried Lizard, x3 moonstones. Must apply it to an item that gets used: weapon, instrument, tool, quills, etc. Produces: When someone tries to use this item, the curse takes effect. They start dancing and can't stop until the item is disenchanted. The dance may be random or you can imbue it with a specific dance. (Waltz, tango, crazy dancing, anything!)
To disenchant: cast a healing spell or get them to drink a healing potion. (may have to have someone hold them down to do this). This can just be RP-ed out, no need to remove a potion from your inventory!
Alchemy Recipes
Combine all ingredients into a cauldron and heat for 2 hours, stirring occasionally.
Basic Damaging Poison
The Basic Damaging Poison, when applied to a weapon, will cause any successful hit to poison the enemy. This poison deals 15 Plant/Poison Damage each turn for 5 turns. Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Vial of Water, x1 Fluffotton, x1 Thistlethorn, x1 Viper Vine Produces: x2 Basic Damaging Poison. Each poison is worth 1 dragon orb.
Basic Healing Potion
The Basic Healing Potion will replenish 20 LP. Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Vial of Water, x2 Remedial Fronds, x1 Seggan Leaf Produces: x2 Basic Healing Potions. Each potion is worth 1 dragon orb
The Potion of Scales will grant +10 DEF for 1 fight Cost: 5k | 1 Dragon Soul Orb Ingredients: x3 Vials of Water, x 1 Dried Lizard, x 3 Small Erlkin Scales Produces: x3 Potions of Scales. Each potion costs 5 orbs. Information: In a pot, boil the ingredients after grinding the lizard and scale to powder. Drinking it causes scales to cover your body, giving you a +10 DEF boost for one fight. (Temporary, once battle is over, boost goes away)
Lotion of Invisibility
The Lotion of Invisibility will grant invisibility for 6 hours. Cost: 5k | 1 Dragon Soul Orb Ingredients: x 6 Babosa slime, x 20 Nocturnal fur, x 6 Ancient Erlkin scales Produces: 1 batch that is enough to cover 1 adult person(adept or above). You may halve the number of ingredients to make enough to cover a child (Apprentices). Each batch is worth 70 Dragon Orbs. Information: Must be of Advanced Skill to create. (11/15 training solo's must be done before you attempt this!) The Nocturnal Fur is to cloak one in shadows while the scales is to bend light about one to make one invisible. The babosa slime binds the two together into a scentless lotion that when applied makes something invisible for a length of time. The lotion itself is a translucent pale yellow that seems to bend the light about it even in the container. It can only be used in combat if applied BEFORE HAND. You can't apply it during combat! If you do apply it before hand (which means in your very first post in the Battle's RP), than you cannot be seen though you can be heard and smelled out. Lotion is scentless, but a person always has something scenty about them. It is water resistant so you can wear it underwater... though it lasts only half the time if you do so and creatures can sense you moving through the water as well as see/hear your air bubbles. You get a 25% increase to you Defense (multiply whatever DEF you get by an additional .25 for the entire fight. So if you have 50% rolled, you get 75% total defense. If you have 100% rolled, you get 125% defense.)
Potion of Stat Enhancement
The Potion of Enhancement will grant +5 temporary boost to one of your 3 stats. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 3 Pearls, x2 of the one of the following: For ATK boost: Sharp Tooth or Sharp Claws For DEF boost: any 2 of the same Scale (except Small Erlkin Scale) For INT boost: any 2 of the same Argaroo feathers Produces: x2 Potions of (Stat type here) Enhancement. Each potion costs 5 orbs. Information: Grind the ingredients before adding them to a boiling pot. Let simmer for a few minutes, stirring well. Drinking it causes you to feel faster, stronger, or smarter for a brief amount of time. +5 to Stat choose at time of creation lasts for only 3 rounds.
Potion of Speed
The Potion of Speed will grant +10 to the To Hit die roll in PVP for 3 rounds. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 4 Magbit Fur Tuffs, x2 Amber Produces: x2 Potions of Speed. Each potion costs 5 orbs. Information: In a pot, boil the ingredients after grinding them to powder. Drinking it causes your body to feel like electricity is coursing through your veins. You are moving at a faster pace, making it easier to hit things. +10 to the To Hit Die in PVP for 3 rounds.
Potion of Pride
The Potion of Pride will grant +10 temporary boost to your LUK. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x3 Pearls and one of the following: x1 Babosa Slime x2 Rajsha Fang x1 Kraken Tooth Produces: x1 Potion of Pride. Potion costs 8 orbs. Information:Must be Advanced skill (at least 11/15 rank) to craft this. The last ingredient is to imbue you with that creature's pride,confidence, arrogance, bloody minded berserk hunger, etc. You will gain some small feature of that animal once you drink the potion (Rp effect only! Goes away when potion wears off). Drinking it causes you to feel confident, arrogant, prideful. You act in such a way for the duration of 1 Hunt (Max of 5 creatures can be faced before the potion wears off)
+10 to your LUK for only 5 die rolls VS creatures (do not roll for more than 5 while this is in effect, roll after you do the RP for the 5 effected if you wish to do more.)
Potion of Confidence
The Potion of Pride will grant +5 temporary boost to your LUK. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x3 Gold and one of the following: x2 Sharp Claws x2 Garghon feather x2 Shattered Borlarn hide. Produces: x1 Potion of Confidence. Potion costs 5 orbs. Information: Must be Initiate skill (at least 3/15 rank) to craft this. The last ingredient is to imbue you with that creature's confidence. You will gain some small feature of that animal once you drink the potion (Rp effect only! Goes away when potion wears off). Drinking it causes you to feel confident, arrogant, prideful. You act in such a way for the duration of 1 Hunt (Max of 3 creatures can be faced before the potion wears off)
+5 to your LUK for only 3 die rolls VS creatures (do not roll for more than 3 while this is in effect, roll after you do the RP for the 5 effected if you wish to do more.)
Potion of Elemental Power
The Potion of Scales will grant extra damage dealt each round and a defense against vs the same element for 3 rounds. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 1 Toxic Groda Mushroom, x 1 Non Celestial Orb or Tear Produces: x 2 Potion of Elemental Power. (Each Potion is worth 5 Orbs when traded) Potion costs 8 Orbs Information: In a pot, boil the ingredients and grind the tear or scale to powder before adding. Drinking it causes scales(matching the color of the Orb/Tear used) to cover your body. Using a Dragon Orb grants you +10 damage of the type added to any damage dealt. Also grants you a +10 DEF against damage of the dame type. Using a Dragon Tear grants you +20 damage of the type added to any damage dealt. Also grants you a +20 DEF against damage of the dame type.
Potion of Defense
The Potion of Defense will grant +20 to DEF for 5 rounds. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 2 Shattered Borlarn hide, x2 Cah Shell Piece,
Produces: x2 Potions of Defense. Each potion costs 7 orbs. Information: Must be Advanced skill (at least 11/15 rank). Grants you a +20 to your DEF for 5 rounds. Hard shell's like the Cah's or Borlarns cover part of your body for this time period.
Potion of Love
The Potion of Love causes one to become infatuated with the first thing they see (animal, person, reflection of them self...) for a period of a week. Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Vial of Water, x 2 Intact Kengurha Horn, x2 Witch'es Chocolate Produces: x1 Potions of Love. Each potion costs 7 orbs. Information: Must be Advanced skill (at least 11/15 rank). For a week ICly the drinker of the potion is infatuated with the first thing they see upon drinking. They will create dreadful poetry, sigh over, send gifts, attempt to be with the object of their desire, and all that. After a week the effects wear off... meaning the person recalls the feelings, but no longer feels them.
During battle (you have to RP them drinking it somehow) the person must act infatuated for the entire battle.. and they will deal 1/2 damage the rest of the battle. After all, they want to make you theirs, but they don't want to kill you.. unless they become very obsessive in their love.
Potion of Hate
The Potion of Hate causes one to become consumed with an intense dislike to utter hatred with the first thing they see (animal, person, reflection of them self...) for a period of a week. Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Vial of Water, x 2 Intact Kengurha Horn, x2 Pearly Scale or Shimmering Shell Produces: x1 Potions of Love. Each potion costs 7 orbs. Information: Must be Advanced skill (at least 11/15 rank). For a week ICly the drinker of the potion is angry or consumed with hatred with the first thing they see upon drinking. They will create plots to cause the downfall, try to do mean or cruel pranks, hurt, etc the object of their anger and hatred. After a week the effects wear off... meaning the person recalls the feelings, but no longer feels them.
During battle (you have to RP them drinking it somehow) the person must act as if they are consumed with anger/hatred for the entire battle.. and they will deal 50% more damage the rest of the battle(multiply damage dealt by 1.5 to get total dealt).
Cooking Recipes
Using your Cauldron and kitchen, cook up a storm.
Witch's Brownies of Healing
The Witch's Brownies of Healing will heal 50 LP. Cost: 5k | 1 Dragon Soul Orb Ingredients: x4 Witches Chocolate, x3 Green Egg, x1 Water from Vonafel, Produces: x4 Brownies Information: Bake these ingredients into the normal flour, sugar mixture to create a pan of delicious smelling brownies that have a deep earthen green cast to their crust. Each brownie has the ability to heal 10 LP upon consumption. Use in battle or in an RP to heal a sick person or ease pain(rp use does consume the brownie and will need to be removed).
Witch's Brownies of Cursing
The Witch's Brownies of Cursing will deal 10 LP. Cost: 5k | 1 Dragon Soul Orb Ingredients: x 4 Witches Chocolate, x3 Blue Egg, x1 Water from Koralifel Produces: x4 Brownies Information: Bake these ingredients into the normal flour, sugar mixture to create a pan of delicious smelling brownies that have a deep blue cast to their crust. Each brownie has the ability to take away 10 LP upon consumption. Use in battle or in an RP to cause harm and give another anywhere from a headache or stomach pains, to dealing small wounds to their stomach causing them to cough up blood. For battle, you must rp how your character somehow gets them to eat it! (rp use does consume the brownie and will need to be removed)
Witch's Brownies of Love
The Witch's Brownies of Love will "stun" an opponent for 2 rounds.. Cost: 5k | 1 Dragon Soul Orb Ingredients: x 4 Witches Chocolate, x3 Red Egg , x1 Water from Tyluafel , Produces: x4 Brownies Information: Bake these ingredients into the normal flour, sugar mixture to create a pan of delicious smelling brownies that have a red cast to their crust. When eaten, it causes the other to become infatuated with the first living thing they see (birds, plants, people, etc). In battle, this causes the other to not attack for 2 rounds. You have to somehow get them to eat it though! (rp use does consume the brownie and will need to be removed).
Magic Stew
The Magic Stew grants a +5 to catch and tame. Cost: 5k | 1 Dragon Soul Orb Ingredients: x3 Red Eggs, x1 Babosa Slime, and either x2 Pumpkin Guts OR x 1 Dried Lizard Produces: x4 Servings Information: In a pot combine the above ingredients with some meat to create a slippery stew that sends out delectable scents. Allows you a +5 on your Catching and Taming rolls! Its smell and taste are heavenly even though it's made of such strange things. (May only use one serving of stew per adventure, bonus applies to both steps when you do.)
Calming Cookies
The Calming Cookies grants a +2 to tame. Cost: 5k | 1 Dragon Soul Orb Ingredients: x3 Blue Eggs, x4 Remedial Fronds, x3 Gold Petalias Produces: x12 Cookies Information: Grind up the above ingredients and combine them with cookie dough. After backing and letting them cool, you have oddly colored cookies that do not taste good to you... instead it calms down any animal who eat them. +2 to Taming an animal (may use up to 5 cookies on one attempt).
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Posted: Mon Apr 01, 2013 1:07 am
✦ Recipes Continued ✦
Smithing
Grab your anvil and start forging!
Metal Bar Types: Unless specified, you may not Mix and Match metals! Iron bar: The heaviest and hardest of the metal armors, it has the normal metallic grey look to it. Bronze bar: A deeper brown with green tint to it, this is the next hardest metal. Copper bar: The lightest and softest of the metals used for armor. It has a bright and burnished look to it.
Scales: You must use one type of scale for an item, no mix and matching! The Large Erlkin scale has a special effect when used. Rivakka Scale : Armor is made up of deep blue scales that have a pale glimmer from within. Pearly Scales : These scales gleam in the light, attracting the eye but also blinding it. It's hard to hide while wearing these.... Small/Large/Ancient Erlkin Scale: Looking like burnished metal when you are done, they are lighter than one would think.
Stones that can be used: You may not mix and match stones, you must use all of one kind! Obsidian Moonstone Shattered Granite
Spikes and Horns: You must use one type of spike/horn for the item, no mix and matching! Baikhal Horn: These straight horns have a dull bone color and are extra hard. Additional +1 to DEF if you use these. Brown Spikes: Long sharp clusters of spines grow from your armor now. Kraken Tooth: A tooth from one of the most dangerous sea creature, it is as hard as steel and has a deep blue burnish to it's bone. Additional +2 ATK and +2 DEF if you use these. Nocturnal Spikes: Tall spines of a deep blue to black sprout from you armor. Sharp Tooth: The tooth of a Svartrin is jagged and extra sharp. Additional +1 to ATK. Dark Horn: Curled horns now sprout from your armor. Intact Kengurha Horn: These short and wiry bones twist elegantly from your armor.
Dagger
Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Metal Bars Produces: x1 Dagger Information: Due to the small and thin blade, they can also be used to help you pick locks. Add an additional 2 to your Roll in adventures when you use it. Grants no stat boost, but you may trade this with Arick for something worth 2 Dragon Souls or exchange it for 2 Metal Bars of your choice so that you may go forge something else.
Small Hammer
Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Metal Bars Produces: x1 Small Hammer Information: It is used by many trades where one does not need a huge hammer to pound things. This is needed to help forge Armors and Jewelry for detail work. Grants no stat boost, but you may trade this with Arick for something worth 2 Dragon Souls or exchange it for 2 Metal Bars of your choice so you may go forge something else.
Lock Pick Set
Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Iron Bars, x2 Leather Hides or Plain Cloths Produces: x1 Lock Pick Set Information: Use your skills to craft the small thin tools used by thieves to pick locks as well as make a small carry case for them to be in. Lock Pick Set grants you a +5 to any die rolls that involve opening a lock.
Climbing Kit
Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Rope, x4 Iron Bars, x4 Leather Hides Produces: x1 Climbing Kit Information: Craft the sturdy spiked additions that go onto hand and foot to aid one in climbing. As well as make a pack to carry it, the pick axe tool used to aid in climbing, and the assorted sundry items needed by one who will be climbing rock and ice walls. Climbing Kit grants you a +5 to any die rolls that involve climbing: walls, cliffs, ceilings, not floors though...
Scaled Gloves
Cost: 5k | 1 Dragon Soul Orb Ingredients: x 20 Scales (x 30 if you are using small Erlkin Scales) , x1 Plain Cloth, Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Scaled Gloves Information: Takes up the Hand Slot +2 to DEF when worn.+4 is you use Ancient Scales. Must be of Initiate skill (at least 3/15 rank) to create this.
Scaled Bracers
Cost: 5k | 1 Dragon Soul Orb Ingredients: x 30 Scales (x 40 if you are using small Erlkin Scales) , x 2 Plain Cloth, Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Scaled Bracers Information: Takes up the Arm Slot +3 to DEF when worn.+5 is you use Ancient Scales. Must be of Initiate skill (at least 3/15 rank) to create this.
Scaled Leg Guards
Cost: 5k | 1 Dragon Soul Orb Ingredients: x 35 Scales (x 50 if you are using small Erlkin Scales) , x2 Plain Cloth, Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Scaled Leg Guards Information: Takes up the Leg Slot +3 to DEF when worn.+5 is you use Ancient Scales. Must be of Initiate skill (at least 3/15 rank) to create this.
Scale Mail
Cost: 5k | 1 Dragon Soul Orb Ingredients: x 50 Scales (x 70 if you are using small Erlkin Scales) , x3 Plain Cloth, Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Scale Mail Information: Takes up the Chest Slot +5 to DEF when worn.+10 is you use Ancient Scales. Must be of Initiate skill (at least 3/15 rank) to create this.
Spiked Helm
Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Spikes or Horns and an Existing Head Slot Item. Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Gloves Information: You take an existing helmet and add spikes to it. Add an additional +1 to ATK and +1 to ATK to your helmet. Certain Horns/Spikes add more to this, look at the list at the top of this post to see which the are.
Spiked Gloves
Cost: 5k | 1 Dragon Soul Orb Ingredients: x4 Spikes or Horns and an Existing Hand Slot Item. Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Spiked Item Information: You take an existing glove/gauntlet and add spikes to it. Add an additional +1 to ATK and +1 to ATK to your gloves. Certain Horns/Spikes add more to this, look at the list at the top of this post to see which the are.
Spiked Shoulder/Chest Piece
Cost: 5k | 1 Dragon Soul Orb Ingredients: x 6 Spikes or Horns and an Existing Chest or Back Slot Item. Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Spiked Item Information: You take an existing chest or shoulder piece and add spikes to it. Add an additional +2 to ATK and +2 to DEF to your item. Certain Horns/Spikes add more to this, look at the list at the top of this post to see which the are.
Stone Helm
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Stones, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Obsidian Helm, Granite Helm, or Moon Helm Information: Takes up the Head Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and cumbersome. +5 to DEF. You take 5% less damage from Lightning attacks. If you used Obsidian: you also have 5% DEF against Diabi attacks, though you take 5% more damage from Aeduan attacks. If you used Moonstone: you also have 5% DEF against Aeduan attacks, though you take 5% more damage from Diabi attacks. If you add in the gold or silver, +1 DEF
Stone Plate
Cost: 5k | 1 Dragon Soul Orb Ingredients: x50 Stones, x3 Leather Hide or Plain Cloth, optional: x10 gold or x10 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Granite, Obsidian, or Moon Plate Information: Takes up the Chest Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and cumbersome. +20 to DEF. You take 5% less damage from Lightning attacks. If you used Obsidian: you also have 5% DEF against Diabi attacks, though you take 5% more damage from Aeduan attacks. If you used Moonstone: you also have 5% DEF against Aeduan attacks, though you take 5% more damage from Diabi attacks. If you add in the gold or silver, +1 DEF.
Stone Greaves
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Stones, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Granite, Obsidian, or Moon Greaves Information: Takes up the Leg Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and cumbersome. +5 to DEF. You take 5% less damage from Lightning attacks. If you used Obsidian: you also have 5% DEF against Diabi attacks, though you take 5% more damage from Aeduan attacks. If you used Moonstone: you also have 5% DEF against Aeduan attacks, though you take 5% more damage from Diabi attacks. If you add in the gold or silver, +1 DEF
Stone Bracers
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Stones, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Granite, Obsidian, or Moon Bracers Information: Takes up the Arm Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and cumbersome. +5 to DEF. You take 5% less damage from Lightning attacks. If you used Obsidian: you also have 5% DEF against Diabi attacks, though you take 5% more damage from Aeduan attacks. If you used Moonstone: you also have 5% DEF against Aeduan attacks, though you take 5% more damage from Diabi attacks. If you add in the gold or silver, +1 DEF
Metal Bracers
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Metal Bars, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Iron, Bronze, or Copper Bracers Information: Takes up the Arm Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and noisy. If you used Iron: +7 to DEF If you used Bronze: +6 to DEF If you used Copper: +5 to DEF If you add in the gold or silver, +1 DEF
Metal Greaves
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Metal Bars, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Iron, Bronze, or Copper Greaves Information: Takes up the Leg Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and noisy. If you used Iron: +7 to DEF If you used Bronze: +6 to DEF If you used Copper: +5 to DEF If you add in the gold or silver, +1 DEF
Metal Boots
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Metal Bars, x2 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Iron, Bronze, or Copper Bracers Information: Takes up the Foot Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and noisy. If you used Iron: +7 to DEF If you used Bronze: +6 to DEF If you used Copper: +5 to DEF If you add in the gold or silver, +1 DEF
Metal Shoulder Guards
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 Metal Bars, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Iron, Bronze, or Copper Shoulder Guards Information: Takes up the Back Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and noisy. If you used Iron: +3 to DEF If you used Bronze: +2 to DEF If you used Copper: +1 to DEF If you add in the gold or silver, +1 DEF
Metal Breast-Plate
Cost: 5k | 1 Dragon Soul Orb Ingredients: x40 Metal Bars, x2 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Iron, Bronze, or Copper Breast-Plate Information: Takes up the Chest Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and noisy. If you used Iron: +10 to DEF If you used Bronze: +8 to DEF If you used Copper: +6 to DEF If you add in the gold or silver, +1 DEF
Metal Helm
Cost: 5k | 1 Dragon Soul Orb Ingredients: x10 Metal Bars, x1 Leather Hide or Plain Cloth, optional: x5 gold or x5 silver Must have a Small hammer in addition to the Anvil to forge this. Produces: x1 Iron, Bronze, or Copper Breast-Plate Information: Takes up the Head Slot. Must be of Advanced skill level (11/15) to craft this. The cloth/leather is to keep it from chafing. By using the gold or silver, your armor suddenly has golden or silver gilt designs upon it. This armor is quite heavy and noisy. If you used Iron: +4 to DEF If you used Bronze: +3 to DEF If you used Copper: +2 to DEF If you add in the gold or silver, +1 DEF
Tailoring
Time to stitch your masterpiece!
Fur types: Yo may not mix and match fur/pelts. Must use all of one type! Frosted Fur: Has a pale white to icy blue color. Resistant to water and keeps one extra warm. Kengurha Pelt the softest of the pelts, it's prized among the populace. Nocturnal fur: Black to deep purple, this fur seems to absorb the light and helps hide one at night. Magbit Fur Tuff : Thick and silky, it's a mixture of wool and fur. Water resistant. Magbit pelt : Thick and silky, it's a mixture of wool and fur. Water resistant.
Feather types: When creating Feathered Clothes, you may mix and match! Red Argaroo Feather Green Argaroo feather Yellow Argaroo Feather Blue Argaroo Feather Indigo Argaroo Feather Violet Argaroo Feather Fire Feather Sage's Feather Aiskalan Feather Garghon feather
Dragon Cloth
Ingredients: 3 Plain Cloth, one dragon orb of your choice. Produces: x3 Dragon Cloth Information: The name of your item is Ysali Dragon Cloth if you use a Ysali orb to create it with. A dragon cloth is used in higher crafting recipes to grant power to the items created. * Note: Combining these would not require an RP of their own or the purchase of a recipe from the shop. All those who have purchased a sewing kit would be capable of combining these ingredients, permitting that they had the items, and attaining the desired enchanted cloth.
Simple Stitched Vest
Cost: 5k | 1 Dragon Soul Orb Ingredients: 2 x Bolt of Plain Cloth, 1 x Simple Thread Produces: x1 Simple Stitched Vest Information: Takes up the Chest Slot, grants +2 DEF when worn.
Simple White Cloak
Cost: 5k | 1 Dragon Soul Orb Ingredients: 5 x Bolt of Plain Cloth, 1 x Simple Thread Produces: x1 Simple White Cloak Information: Takes up the Back Slot, grants +3 DEF when worn.
Plain Stitched Trousers
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Plain Cloth, 1 x Simple Thread Produces: x1 Plain Stitched Trousers Information: Takes up the Leg Slot, grants +2 DEF when worn.
Plain Stitched Belt
Cost: 5k | 1 Dragon Soul Orb Ingredients: 2 x Bolt of Plain Cloth, 1 x Simple Thread Produces: x1 Plain Stitched Belt Information: Takes up the Waist Slot, grants +1 DEF when worn.
Plain Cloth Shoes
Cost: 5k | 1 Dragon Soul Orb Ingredients: 4 x Bolt of Plain Cloth, 1 x Simple Thread Produces: x1 Plain Cloth Shoes Information: Takes up the Foot Slot, grants +2 DEF when worn.
Greenweaver’s Tunic
Cost: 5k | 1 Dragon Soul Orb Ingredients: 2 x Bolt of Ysali Dragoncloth, 1 x Simple thread Produces: x1 Greenweaver’s Tunic Information: Takes up the Chest Slot, grants +3 DEF, +1 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Greenweaver’s Cloak
Cost: 5k | 1 Dragon Soul Orb Ingredients: 5 x Bolt of Ysali Dragoncloth, 1 x Simple thread Produces: x1 Greenweaver’s Cloak Information: Takes up the Back Slot, grants +3 DEF, +2 INT when worn.Must be of Initiate skill (at least 3/15 rank) to create this.
Greenweaver’s Stitched Trousers
Cost: 5k | 1 Dragon Soul Orb Ingredients: 5 x Bolt of Ysali Dragoncloth, 1 x Simple thread Produces: x1 Greenweaver’s Stitched Trousers Information: Takes up the Leg Slot, grants +3 DEF, +1 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Greenweaver’s Boots
Cost: 5k | 1 Dragon Soul Orb Ingredients: 4 x Bolt of Ysali Dragoncloth, 1 x Simple Thread Produces: x1 Greenweaver’s Boots Information: Takes up the Foot Slot, grants +2 DEF, +2 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Greenweaver’s Healing Belt
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Ysali Dragoncloth, 1 x Simple Thread Produces: x1 Greenweaver's Healing Belt Information: Takes up the Waist Slot, grants +1 DEF, +1 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Cloak of a Thousand Gusts
Cost: 5k | 1 Dragon Soul Orb Ingredients: 7 x Bolt of Ayrala Dragoncloth, 1 x Simple Thread Produces: x1 Cloak of a Thousand Gusts Information: Takes up the Back Slot, grants +4 DEF, +2 INT, +5 To Accuracy Die Roll (PvP combat) when worn. Must be of Advanced skill (at least 11/15 rank) to create this.
Wind Dancer’s Boots
Cost: 5k | 1 Dragon Soul Orb Ingredients: 6 x Bolt of Ayrala Dragoncloth, 3 x Garghon Feather, 1 x Simple Thread Produces: x1 Wind Dancer’s Boots Information: Takes up the Foot Slot, grants +4 DEF, +3 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Thundercaller’s Vest
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Kiandri Dragoncloth, 2 x Garghon Feather, 1 x Simple Thread Produces: x1 Thundercaller’s Vest Information: Takes up the Chest Slot, grants +5 DEF, +2 ATK when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Thundercaller’s Girdle
Cost: 5k | 1 Dragon Soul Orb Ingredients:3 x Bolt of Kiandri Dragoncloth, 1 x Simple Thread Produces: x1 Thundercaller’s Girdle Information: Takes up the Waist Slot, grants +3 DEF, +1 ATK when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Firesong Legguards
Cost: 5k | 1 Dragon Soul Orb Ingredients: 4 x Bolt of Firani Dragoncloth, 1 x Simple Thread Produces: x1 Firesong Legguards Information: Takes up the Leg Slot, grants +6 ATK when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Firesong Bracers
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Firani Dragoncloth, 1 x Simple Thread Produces: x1 Firesong Bracers Information: Takes up the Arm Slot, grants +3 ATK when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Siren’s Lullaby
Cost: 5k | 1 Dragon Soul Orb Ingredients: 4 x Bolt of Peisio Dragoncloth, 1 x Small Pearl, 1 x Simple Thread Produces: x1 Siren's Lullaby Information: Takes up the Back Slot, grants +6 INT when worn. Must be of Advanced skill (at least 11/15 rank) to create this. This looks like a small blue capelet with pearl decorations.
Vest of Tides
Cost: 5k | 1 Dragon Soul Orb Ingredients:3 x Bolt of Peisio Dragoncloth, 1 x Simple Thread Produces: x1 Vest of Tides Information: Takes up the Chest Slot, grants +4 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Boots of the Water Walker
Cost: 5k | 1 Dragon Soul Orb Ingredients: 6 x Bolt of Peisio Dragoncloth, 1 x Simple Thread Produces: x1 Boots of the Water Walker Information: Takes up the Foot Slot, grants +2 DEF, +7 INT when worn. Must be of Advanced skill (at least 11/15 rank) to create this.
Bracers of Ocean Song
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Peisio Dragoncloth, 1 x Simple Thread Produces: x1 Bracers of Ocean Song Information: Takes up the Arm Slot, grants +3 INT when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Boots of the Tundra
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Aiskala Dragoncloth, 3 x Kengurha Pelt, 1 x Simple Thread Produces: x1 Boots of the Tundra Information: Takes up the Foot Slot, grants +10 DEF when worn. Must be of Advanced skill (at least 11/15 rank) to create this.
Legguards of the Blizzard
Cost: 5k | 1 Dragon Soul Orb Ingredients: 5 x Bolt of Aiskala Dragoncloth, 1 x Simple Thread Produces: x1 Legguards of the Blizzard Information: Takes up the Leg Slot, grants +7 DEF when worn. Must be of Advanced skill (at least 11/15 rank) to create this.
Sash of Winter Storms
Cost: 5k | 1 Dragon Soul Orb Ingredients: 3 x Bolt of Aiskala Dragoncloth, 1 x Simple Thread Produces: x1 Sash of Winter Storms Information: Takes up the Waist Slot, grants +4 DEF, +1 ATK when worn. Must be of Initiate skill (at least 3/15 rank) to create this.
Fur Cloak
Cost: 5k | 1 Dragon Soul Orb Ingredients: x40 furs or x10 pelts, x3 Plain Cloth, x1 Simple Thread Produces: x1 Fur Cloak Information: Takes up the Back Slot. Must be of Advanced skill (at least 11/15 rank) to create this. +3 DEF and you take 5% less damage from Aiskala Magic attacks. If you used Frosted fur, this is 10%. If you used Nocturnal fur, you also have 5% additional DEF against Diabi Magic attacks. If you used Magbit Pelts (not fur) you gain a 5% additional DEF against Kiandri and Firani Magic attacks.
Fur Gloves
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 furs or x4 pelts, x2 Plain Cloth, x1 Simple Thread Produces: x1 Fur Gloves Information: Takes up the Hand Slot. Must be of Initiate skill (at least 3/15 rank) to create this. +1 DEF and you take 2% less damage from Aiskala Magic attacks. If you used Frosted fur, this is 4%. If you used Nocturnal fur, you also have 2% additional DEF against Diabi Magic attacks. If you used Magbit Pelts (not fur) you gain a 2% additional DEF against Kiandri and Firani Magic attacks.
Fur Boots
Cost: 5k | 1 Dragon Soul Orb Ingredients: x30 furs or x6 pelts, x2 Plain Cloth, x1 Simple Thread Produces: x1 Fur Gloves Information: Takes up the Foot Slot. Must be of Initiate skill (at least 3/15 rank) to create this. +1 DEF and you take 2% less damage from Aiskala Magic attacks. If you used Frosted fur, this is 4%. If you used Nocturnal fur, you also have 2% additional DEF against Diabi Magic attacks. If you used Magbit Pelts (not fur) you gain a 2% additional DEF against Kiandri and Firani Magic attacks.
Fur Hat
Cost: 5k | 1 Dragon Soul Orb Ingredients: x20 furs or x3 pelts, x1 Plain Cloth, x1 Simple Thread Produces: x1 Fur Hat Information: Takes up the Head Slot. Must be of Initiate skill (at least 3/15 rank) to create this. +1 DEF and you take 2% less damage from Aiskala Magic attacks. If you used Frosted fur, this is 4%. If you used Nocturnal fur, you also have 2% additional DEF against Diabi Magic attacks. If you used Magbit Pelts (not fur) you gain a 2% additional DEF against Kiandri and Firani Magic attacks.
Brilliantly Feathered Cape
Cost: 5k | 1 Dragon Soul Orb Ingredients: x100 Feathers, x3 Plain cloths or x3 Dragon Cloths(must be of the same type) Produces: x1 Brilliantly Feathered Cape Information: Takes up the Back Slot. Must be of Initiate skill (at least 3/15 rank) to create this. +3 DEF (and +5 to Ego! Heh heh heh) +1 int If you used 50 or more Fire Feathers, you have a 5% additional defense against Firani Magic If you used 50 or more Aiskalan Feathers, you have a 5% additional defense against Aiskalan Magic. If you used Ysali/Peisio/Aeduan/Diabi Dragoncloths, add +5 INT. If you used Kiandri/Firani/Aiskalan Dragoncloths, add +5 ATK. If you used Ayrala/Gaili Dragoncloths, add +5 DEF.
Garishly Feathered Headdress
Cost: 5k | 1 Dragon Soul Orb Ingredients: x50 Feathers, x1 Plain cloth or x1 Dragoncloth Produces: x1 Garishly Feathered Headdress Information: Takes up the Head Slot. Must be of Initiate skill (at least 3/15 rank) to create this. +3 DEF (and +5 to Ego! Heh heh heh) If you used 25 or more Fire Feathers, you have a 2% additional defense against Firani Magic If you used 25 or more Aiskalan Feathers, you have a 2% additional defense against Aiskalan Magic. If you used Ysali/Peisio/Aeduan/Diabi Dragoncloths, add +2 INT. If you used Kiandri/Firani/Aiskalan Dragoncloths, add +2 ATK. If you used Ayrala/Gaili Dragoncloths, add +2 DEF.
Description: xxx» Basic Poison: Any poison you craft will look like this. This is a basic poison piece. When applied to a weapon, deals 5 poison/plant damage to the target each turn until the end of the battle. xxx» Basic Potion: Any potion you craft will look like this. This is the basic potion piece. Unless you get as good as to craft a regular Life Potion. Anything short of this will be just a basic potion. When used in battle, restores 10 LP and 10 ENG.
Boost Potions
Types: Potion of Strength, Potion of Amnesia, Elixir, Energy Booster, Energizing Potion, Life Booster, Healing Potion Price: xxxHealing or Energizing Potion: 1k ea. | 1 Dragon Soul xxxLife and Energy Booster: 20k ea. | 10 Dragon Souls xxxElixir: 25k ea. | 13 Dragon Souls xxxPotion of Amnesia: 10k ea. | 5 Dragon Souls xxxPotion of Strength: 75k ea. | 30 Dragon Souls
Description: xxx» Healing Potion: Restores 50 LP xxx» Energizing Potion: Restores 50 ENG xxx» Life Booster: Increases LP by 50 xxx» Energy Booster: Increases ENG by 50 xxx» Elixir: Gives you 5 Stat Points to Distribute xxx» Potion of Amnesia: Allows you to redistribute all stat points. xxx» Potion of Strength: Increases Character's Level by 5
Other: He obtains these potions from Apicius or by creating them himself. He can do the easier potions such as healing and energizing, but the harder potions must be made specially by the one and only Apicius. You may only consume 3 of any of the Stat/LP/ENG increases Per Stage. (this is 3 Stat, 3 Lp, 3 ENG. Max.).
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Posted: Mon Apr 01, 2013 1:09 am
✦ weapons ✦
Imprinted Weapons
Types: Blades, Blunts, Ranged, Wand Price: 1 RP with Arick Skyeforge [Obtaining the Weapon - 500 word min]
Description: Orderites and Oblivionites use these weapons to buff their character. (See the Weapons post for more details.)
Other: Arick felt the need to help those who were banished for one reason or another and couldn't obtain these special weapons for themselves. He is known as the "Savior of the Banished" because he will bring his wares to those who aren't privileged enough to have a master, teacher, or leader to go to. If he receives a letter, he will begin his trek to that place to help the needy Hybrids of Magesc. You must be a Battler to purchase one of these in an RP! Otherwise, you can only buy non-imprinted weapons from him.
Description:Every Staff gives +5 INT unless otherwise stated. xxx» Astral Staff: +30 INT xxx» Staff of Darkness: Two magic spells can be changed into Shadow ( Diabi ) Magic per encounter. xxx» Staff of Luck: +10 LUK xxx» Staff of Earth: Two magic spells can be changed into Earth ( Gaili ) Magic per encounter. xxx» Staff of Cold: Two magic spells can be changed into Ice ( Aiskala ) Magic per encounter. xxx» Staff of Waves: One magic spell can be changed into Water ( Peisio ) Magic per encounter. Heals an ally for 15 LP once per encounter. xxx» Staff of Burning: Two magic spells can be changed into Fire ( Firani ) Magic per encounter. xxx» Staff of Sparks: Recharges self with 30 ENG once per encounter. xxx» Staff of the Zephyr: Negates an attack once per encounter. xxx» Staff of Healing: Restores 30 LP once per encounter.
Other: Through his travels, Arick has found a way to create these beautifully crafted wooden staves. He imbues them with Dragon Soul magic, giving them the power to recreate some of those dragon's attacks. You may only purchase 1 staff, although you may come back and RP trading that staff for a different kind in the future if you feel a different staff will suit you better. The Astral Staff is the only exception to this rule.
Other Weapons
Other: Arick has a variety of odd and exotic weapons hanging in his shop! Not all are pictured here, but if you think of a weapon, he probably has it! You may (in a Solo or PRP, which ever you want) purchase any weapon here.
Posted: Mon Apr 01, 2013 1:10 am
✦ enchanted items ✦
Items
Types: Shield of the Ancients, Arrow of Courage, Bottled Dream Price: 30k ea. | 20 Dragon Souls
Description: xxx» Shield of the Ancients: Increases DEF by 15 [30 when at Master or Khehorian Stage] xxx» Arrow of Courage: Increases ATK by 15 [30 at Master or Khehorian Stage] xxx» Bottled Dream: Increases INT by 15 [30 at Master or Khehorian Stage]
Other: Arick obtains these special enchanted items from his sister, Lensi. She is an item enchanter by trade, taught by their mother's best friend, Camille. He stocks up on these items whenever he comes home to visit. You may purchase only one (1) of each item to be used on the character. [[NOTE: This is a rule change. Characters who have bought more previous to this rule will be allowed to keep them.]]
Rings
Types: Ring of Insight Price: N/A
Description: xxx» Green: Increases DEF by 50 Points xxx» Red: Increases ATK by 50 Points xxx» Blue: Increases INT by 50 Points
Other: These have not yet been released!
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Posted: Mon Apr 01, 2013 1:11 am
✦ spell tomes ✦
For purposes of using the tomes: Orakoi (baby) cannot use them. Orakoir (teen stage) is Apprentice, Orakovan (adult) with 10 RPs is Adept stage, and Orakovan with 11 or more RP's finished is Expert stage. Khehorian is Master stage. Also, your Feral must know how to read in Magescian!
Astral Magic
A Guide to Levitation
Magical Incantation: Fupanonai Category: Non-Battle Tome Type: Neutral Description:
Levitation is quite a useful skill for the peoples of Magesc. This tome contains a handy guide to mastering the art.
Chapter 1 covers basic control and offers tips on how to handle objects as heavy as a small sized canine (10lbs or 4.5kg). Chapter two expands a caster's skills allowing them more finesse and the ability to control multiple objects at a time as well as heavier things than before (200lbs or 90kg). Chapter 3 covers how to magically support the levitating of massive and unwieldy objects like horses, logs, and boulders (840lbs or 381kg).
Magical Incantation: Lufunay Maau Category: Battle Tome Type: Defensive Description:
This short manual teaches the user how to create a solid shield of magic which reflects all incoming magical or physical damage once. Once cast, the shield remains up until a successful attack connects and the spell cannot be cast again that battle. Damage returned to attacker is their original damage. Opponent's block/ward do not apply.
In a multiple vs one situation reflection shield will only reflect the attack of the first opponent to land a hit, all other successful opponent's hits that round will land as normal.
Can be used in RP's to summon a shiny shield.
ENG Cost: 40 Requirements:
45 INT Adept Stage Civilians can use this if they are Adept stage.
Currency Cost: 20k
Alarm Rune
Magical Incantation: Lours Peorlan Category: Non Battle Tome Type: Protective Description:
This tome teaches you the special runes in which you can store magic that creates a loud noise when triggered. Chapter 1: The rune written here can hold 3 charges within it. It will scream if anything gets within a foot of it. You can create a limit of 1 race. "Scream only if Dovaa approach." Or "Scream for all non Dovaa." Chapter 2: The runes taught here holds 10 charges and can be restricted to trigger only against specific people. Like "All non family" A hair from each person you wish it to not trigger for is needed.
Rune must be placed upon a solid surface (like a wall or door). It cannot be places upon an item. Rune's need to be at least a foot apart from other runes! (all runes, not just alarm runes, but runes like the Lightning Runes)
Requirements:
20 INT Ch 1 is Adept stage Ch 2 is Expert stage
Currency Cost: 15k
A Handy Tome
Magical Incantation: Loriantharla Category: Battle and Non-Battle Tome Type: Neutral Description:Created by/for reirelight.
This tome teaches one how to concentrate magic into the shape of hands that can do simple tasks for it's owner. It teaches one how to cast it and then maintain the spell without having to concentrate on the hands to maintain the spell.
Battle: The hands can be summoned and used to distract an enemy; the hands cannot deal attacks, they are only able to distract. -10% to one foe's To Hit Die for 3 rounds. Can only be used once per battle.
Chapter 1 covers basic control and the summoned hands can only do the most mundane of tasks: fetching and holding things. They can only carry about 5 lb's worth. The hands will only last for 1 hour before the magic runs out and they vanish. Chapter 2 teaches how to strengthen the hands and impart more finesse. The hands are getting more capable, you are able to get some slightly more skillful tasks out of them like cleaning(though nothing breakable), simple stitches for mending, and they can carry up to 15 lb's worth. The hands only last for 3 hours. Chapter 3 expands upon earlier knowledge. The summoned hands can be trusted to not break anything delicate when cleaning, they can do some cooking skills (like that evil tossing of food in pan and catching it.. they can do this), and they can carry up to 50 lb's now. They last for 6 hours.
Magical Incantation: Muoroula Realira Category: Non Battle Tome Type: Healing Description:
This short manual teaches the user how to transfer your power to the Earth and heal it. Can be used to remove the effects of salt or poison in the land, and help heal farm lands that have been over used and the soils have no nutrients and are tired.
Chapter 1 covers basic control and offers tips on how to transfer your power with out harming the land or yourself. Allows you to effect a small garden. Ability drains you, can only use this once a month. Chapter two expands a caster's skills allowing them more finesse and the ability to bring in power from the surrounding air and from within to heal a greater area. You can help one farm area of land. Ability is still draining, but you recover after a week. Chapter 3 shows you how to use the healthy land around you to heal the hurting land. Tells you the signs of magical damage vs physical damage or just tired earth. You can now reverse any magical damage done to the land itself. This still drains you, but you recover after a bout a week.
Magical Incantation: Prelii Shelarthan Category: Non Battle Tome Type: Growth Description:
This short manual teaches the user how to use your magic and transfer it to the plants (yes even fire magic!) and use it to help them grow.
Chapter 1 covers basic control and offers tips on how to transfer your power with out harming the plant or yourself. Allows you to heal and grow a plant to larger than normal sizes. Any fruit or seed is effect and is larger as well!Can only be done once a week. Chapter two expands a caster's skills allowing them more finesse and teaches the castor how to use your magic to safely grow a plant faster than normal. (Seed to young tree for example). This is exhausting and you can only do it once a month. You cna however, cause a small garden to grow it's plants larger (like chapter 1 spell). Chapter 3 shows you how to use the healthy land around you to influence the palnts. Can make a small farm's worth of plants grow faster and larger. .
Magical Incantation: Mouree Oulouren Category: Non Battle Tome Type: Protective Description:
This tome teaches you the special runes in which you can store magic that grows vines to trap something when triggered. Chapter 1: The rune written here can hold 2 charges within it. It triggers when anything of a specified size (you say when you inscribe it) passes within a foot. Vines are like rope, they can be cut to escape. Vines will last only for a few minutes. Chapter 2: The runes taught here holds 4 charges and can be restricted to trigger only against specific race and size. (Like all Dovaa ) Vines are still like rope and can be easily cut. They last an hour. They can, if you wish, grow thorns now. Chapter 3: The runes taught here holds 8 charges and can be changed into a specific plant. Like rose vines, Venus fly traps (if you want to catch bugs...), etc. They are magically strengthened and take longer to cut. They last 2 hours.
Rune must be placed upon a solid wooden surface (like a door or tree) or hard earthen surface (rocks or hardened soil). It cannot be places upon an item. Rune's need to be at least a foot apart from other runes! (all runes, like the Lightning Runes or Alarm Runes)
Requirements:
30 INT Ch 1 is Adept stage Ch 2 is Expert stage Ch 3 is Master Stage
Currency Cost: 15k
Fertile Blooms
Magical Incantation: Alifrei Immirhe Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of the earth’s greenery. When mastered, this spell imbues the surrounding battle area with increased receptivity to plant magic. All ysali spells cost 5 less energy for 5 turns (this applies to every ysali spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Creeping Poison
Magical Incantation: Vinnemo Kazzik Category: Battle Tome Type: Support Description:
This tome instructs the user in setting poison spores into the air. These spores inflict poison damage equal to the caster’s intellect spread out over five turns. This is a flat rate which stacks with other poison or bleed effects, but can only be cast once per battle. (To calculate damage: Caster's INT/5 = damage inflicted per turn, for five turns.)
ENG Cost: 50 Requirements:
60 INT Expert Stage
Currency Cost: 25k
Wind Magic
Summon Wind
Magical Incantation: Shoush Skedush. Category: Non Battle Tome Type: Neutral Description:
This short Tome summons a strong wind that blows in the direction of your choosing for a set amount of time. Adept: 30 minutes. Expert: 1 hour. Master: 3 Hours. The direction can be changed slightly, but cannot be twisted to start a tornado. Temperature is the same temperature as the surrounding air. Speed is a strong breeze:: 17-21 Knots which is about 20-25 mph. Strong enough to make branches sway.
At Expert, you can control and change the speed of the wind. At Master you can also change the temperature.
While wind is blowing, you must be concentrating on it and cannot not fight or cast any other magic while doing so. Once you break concentration, the spell stops. You can only cast this once a day.
Requirements:
40 INT Adept Stage Civilians can use this in Adept stage as well.
Currency Cost: 15k
Whispering Gusts
Magical Incantation: Elorei Virthrima Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of the air around the caster. When mastered, this spell imbues the surrounding battle area with increased receptivity to wind magic. All ayrala spells cost 5 less energy for 5 turns (this applies to every ayrala spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Spirit’s Melody
Magical Incantation: Melothi Alueme Category: Non-Battle Tome Type: Neutral Description:
This tome instructs the user in tapping into the vibrations of the wind to make a melody. The result is often gentle and soothing, but subtly eerie. With practice, however, it can be manipulated into a variety of tunes.
Requirements:
30 INT Apprentice Stage
Currency Cost: 3k
Voice Echo
Magical Incantation: Abrashai Veloem Category: Non-Battle Tome Type: Neutral Description:
This tome instructs the user in utilizing the wind to transport one’s voice short distances.
Requirements:
Apprentic Stage: Across a room. Adept Stage: Distance of a house. Expert Stage: Distance of a city.
Currency Cost: 3k
Lightning Magic
Lightning Rune
Magical Incantation: Thac Roolark Category: Non Battle Tome Type: Protective Description:
This tome teaches you the special runes in which you can summon and store lightning. The Rune must be placed upon a solid stone surface. The stone helps to store the power. Chapter 1: The rune written here can hold 3 charges within it. It will shock everything that comes within a foot of it. The shock is enough to slightly stun a small child. Cannot kill unless you are smaller than a cat. Chapter 2: The runes taught here hold greater amounts of lightning and can be set to only shock something. You are able to set a general restriction like "Anyone but me, or all dovaa, etc." Holds 6 charges within it. You can stun an adult, and small children can be severely damaged if you are not careful. Chapter 3: The runes here hold yet greater magics. They hold 10 charges. These charges can stun an adult and kill a child if you are not careful. Chapter 4: These runes do not run out of power, they draw it from the world around them. They can be restricted to hit a certain person only if you have a piece of that person's hair. The charges here hold enough power to severely damage an adult and can stun a dragon.
An Expert or above can control the amount of power that each charge has. So they can set it so that the charges do not kill anything but merely stun.
Requirements:
40 INT Ch 1 is Apprentice stage Ch 2 is Adept stage Ch 3 is Expert stage Ch 2 is Master stage
Currency Cost: 15k
Static Ground
Magical Incantation: Orvene Quilliu Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the static energy around the caster. When mastered, this spell imbues the surrounding battle area with increased receptivity to lightning magic. All kiandri spells cost 5 less energy for 5 turns (this applies to every kiandri spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Fire Magic
Embers
Magical Incantation: Ugvulm Category: Battle Tome Type: Offensive Description:
Learn to create a small cloud of burning hot ashes that float on the wind. Ignoring defenses the embers will do 5 damage per turn for the next 3 turns. Initial attack roll must be a hit for the spell to be cast successfully, can be used twice per battle.
Can be used out of combat to create the small cloud of embers in an RP as well.
ENG Cost: 20 Requirements:
20 INT Civilians can use this in Adept stage.
Currency Cost: 10k
Volatile Embers
Magical Incantation: Firiem Ignisten Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the latent heat around the caster. When mastered, this spell imbues the surrounding battle area with increased receptivity to fire magic. All firani spells cost 5 less energy for 5 turns (this applies to every firani spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Heat Flux
Magical Incantation: Foirei Belluim Category: Non-Battle Tome Type: Neutral Description:
This tome teaches the reader how to heat a room’s temperature. The more advanced the caster, the more effective and potent the spell.
Requirements:
Apprentice: Can warm a small room slightly. Adept: Can warm a small room fully and a moderately sized room slightly. Expert: Can warm most rooms quite effectively. Master: Can warm even a massive room, with concentration, or pump a great amount of heat into something smaller. Control is also better.
Currency Cost: 15k
Water Magic
Slick Surface
Magical Incantation: Mokk Milyo Category: Battle Tome Type: Defensive Description:
Draws moisture from the ground and air to make the land around you and your opponent wet and slippery. Physical attacks miss ratio is subtracted by 20 points for the next 3 turns while the ground dries. Useable once per battle. (1-50, 51-100 miss/hit now becomes 1-70, 71-100 miss/hit)
Can be used in an RP out of Combat to make the ground wet and slick as well!
ENG Cost: 20 Requirements:
35 INT Adept Stage Civilans can use this in Adept stage as well.
Currency Cost: 15k
Misting Drizzle
Magical Incantation: Aguanne Liqiteh Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the latent moisture around the caster. When mastered, this spell imbues the surrounding battle area with increased receptivity to water magic. All peisio spells cost 5 less energy for 5 turns (this applies to every peisio spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Ice Magic
Air Chill
Magical Incantation: Iccinte Friumm Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the balancing power of cold. When mastered, this spell imbues the surrounding battle area with increased receptivity to ice magic. All aiskala spells cost 5 less energy for 5 turns (this applies to every aiskala spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Slow Freeze
Magical Incantation: Efreim Belliz Category: Battle Tome Type: Defense Description:
This spell, once mastered, chills your opponent’s blood, reducing their attack speed and in doing so decreasing their accuracy by giving you more chance to dodge. Decreases opponent’s accuracy die roll by 10 for three turns.
ENG Cost: 30 Requirements:
40 INT Adept Stage
Currency Cost: 10k
Earth Magic
Trembling Soil
Magical Incantation: Eatheir Similasseh Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of earth and rock. When mastered, this spell imbues the surrounding battle area with increased receptivity to earth magic. All gaili spells cost 5 less energy for 5 turns (this applies to every gaili spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Dust Storm
Magical Incantation: Gaithri Erritae Category: Battle Tome Type: Defense Description:
This tome enables the caster to grip into the finer tuned points of the earth: manipulating the dust particles themselves. When mastered, this spell allows the user to draw up the earth around them and create dust clouds at will, interfering with their opponent’s sight and accuracy. Decreases opponent’s accuracy die roll by 10 for three turns.
ENG Cost: 30 Requirements:
40 INT Adept Stage
Currency Cost: 10k
Light Magic
Candlelight
Magical Incantation: Wofufaz Category: Non-Battle Tome Type: Neutral Description:
The spell contained in this tome allows the user to create a fist sized orb of golden light. Most useful for exploring in the dark should you run out of torches or other light sources. Experts and Masters can create multiple orbs of varying colors.
Can be used out of combat to create globes of light as well.
ENG Cost: 5 Requirements:
10 INT Civilians can use this in their Apprentice stage.
Currency Cost: 3k
Seeing Double
Magical Incantation: Xiofu Category: Battle Tome Type: Defensive Description:
Create a somewhat blurry illusion made of light partially over your body making there appear to be two connected versions of you. Lowers enemy accuracy by 10 points for two turns. Can only be used once per encounter. (Cannot be stacked with 'Blinding Light')
Can be used in RP's out of combat as well.
ENG Cost: 25 Requirements:
25 INT Adept Stage Civilians can use this in their Adept stage.
Currency Cost: 10k
Ethereal Glow
Magical Incantation: Aedene Immortimus Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of light. When mastered, this spell imbues the surrounding battle area with increased receptivity to light magic. All aedaun spells cost 5 less energy for 5 turns (this applies to every aedaun spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Light’s Vengeance
Magical Incantation: Ithiria Alaheurum Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of light within them. When mastered, this spell imbues the caster with the power to access their own strength more efficiently. All physical attacks for orderites and orderite hybrids on the current battlefield cost 5 less energy for 5 turns.
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Dark Magic
Crippling Miasma
Magical Incantation: Lafahz Gaom Category: Battle Tome Type: Offensive Description:
The caster's hands or weapon briefly expel a thick fog that settles on the opponent causing them to drop 1 damage tier (50 to 25 or 25 to 10, etc) on their next successful hit. Can be used twice per battle.
Can be used in RP's out of combat as well.
ENG Cost: 25 Requirements:
20 INT Adept Stage Civilians can use this in Adept Stage
Currency Cost: 15k
Creeping Shadow
Magical Incantation: Derektum Suffireme Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of darkness. When mastered, this spell imbues the surrounding battle area with increased receptivity to dark magic. All diabi spells cost 5 less energy for 5 turns (this applies to every diabi spell cast on the current battlefield, ally or foe).
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Shadow’s Wrath
Magical Incantation: Akirie Liuthim Category: Battle Tome Type: Support Description:
This tome instructs the user in tapping into the natural energies of darkness within them. When mastered, this spell imbues the caster with the power to access their own strength more efficiently. All physical attacks for oblivionites and oblivionite hybrids on the current battlefield cost 5 less energy for 5 turns.
ENG Cost: 0 Requirements:
20 INT Adept Stage
Currency Cost: 7k
Shadow Puppet
Magical Incantation: Illithir Darikkum Category: Non-Battle Tome Type: Nuetral Description:
This tome instructs the user in manipulating their own shadow. Though the shadow is incapable of doing harm or grasping anything physical, the spell can be used for either amusement or a tactical advantage on a stealth mission.
Requirements:
Adept Stage: Manipulate only your own shadow. Expert Stage: Learn to manipulate up to three additional shadows simultaneously, including your own.
Currency Cost: 3k
Blood Magic
Bone Armor
Magical Incantation: Vih Ogil Category: Battle Tome Type: Defensive Description:
Summons bones that encase you in skeletal armor: you get +10 to your defense die (so a rolled 50 becomes a 60). It lasts for 3 rounds, during which you are also vulnerable to fire and light spells but strong against dark, blood and earth spells. You take x2 damage from fire and light, and only 1/2 from dark, blood, or earth based damage while the armor is on. Only usable 2 times during one battle. Can be used in RP's out of combat as well.
ENG Cost: 30 Requirements:
15 INT Civilians must be Adept to use this.
Currency Cost: 30k
Toad Transformation
Magical Incantation: Neox Category: Battle Tome Type: Offensive Description:
Turns your opponent into a toad for 2 turns, taking away their ability to attack. Only usable once per battle. Can be used in RP's out of combat as well. It is not permanent! It expires after a few minutes.
ENG Cost: 50 Requirements:
40 INT Expert Stage Civilians must be Expert to use this.
Currency Cost: 40k
Conjuration Magic
Basic Conjuration
Magical Incantation: Webilu Luonilu Category: Non-Battle Tome Type: Neutral Description:
A basic conjuration spell. This is a must-have before any other conjuration book. One must first master the basics before moving forward with more difficult incantations. This conjuration spell brings forth a small familiar whom looks adorable and is killed by a single damaging attack. This creature does nothing to aid you in battle and is specifically meant to bring joy and happiness (as well as a basic understanding of conjuration magic) to the caster and their allies.
Requirements:
20 INT Civilians can use this at the Apprentice stage.
Currency Cost: 5k
Conjure Plant Elemental
Magical Incantation: Webilu Foh Category: Battle Tome Type: Offensive Description:
Conjures a Plant Elemental who, for 5 turns, deals 10 Plant Damage to an opponent. Also, whilst the Plant Elemental is alive, all of the conjurers plant spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Air Elemental
Magical Incantation: Webilu O'al Category: Battle Tome Type: Offensive Description:
Conjures a Air Elemental who, for 5 turns, deals 10 Air Damage to an opponent. Also, whilst the Air Elemental is alive, all of the conjurers air spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Thunder Elemental
Magical Incantation: Webilu Nexuul Category: Battle Tome Type: Offensive Description:
Conjures a Thunder Elemental who, for 5 turns, deals 10 Electric Damage to an opponent. Also, whilst the Thunder Elemental is alive, all of the conjurers lightning spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Fire Elemental
Magical Incantation: Webilu Yalu Category: Battle Tome Type: Offensive Description:
Conjures a Fire Elemental who, for 5 turns, deals 10 Fire Damage to an opponent. Also, whilst the Fire Elemental is alive, all of the conjurers fire spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Water Elemental
Magical Incantation: Webilu Qonel Category: Battle Tome Type: Offensive Description:
Conjures a Water Elemental who, for 5 turns, deals 10 Water Damage to an opponent. Also, whilst the Water Elemental is alive, all of the conjurers water spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Frost Elemental
Magical Incantation: Webilu Lin Category: Battle Tome Type: Offensive Description:
Conjures a Frost Elemental who, for 5 turns, deals 10 Ice Damage to an opponent. Also, whilst the Frost Elemental is alive, all of the conjurers ice spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Earth Elemental
Magical Incantation: Webilu Volne Category: Battle Tome Type: Offensive Description:
Conjures a Earth Elemental who, for 5 turns, deals 10 Earth Damage to an opponent. Also, whilst the Earth Elemental is alive, all of the conjurers earth spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Luminescent Elemental
Magical Incantation: Webilu Figahuum Category: Battle Tome Type: Offensive Description:
Conjures a Luminescent Elemental who, for 5 turns, deals 10 Ice Damage to an opponent. Also, whilst the Luminescent Elemental is alive, all of the conjurers light spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Shadow Elemental
Magical Incantation: Webilu Maoux Category: Battle Tome Type: Offensive Description:
Conjures a Shadow Elemental who, for 5 turns, deals 10 Shadow Damage to an opponent. Also, whilst the Shadow Elemental is alive, all of the conjurers shadow spells deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 40 INT Adept Stage Civilians must also be Adept stage.
Currency Cost: 25k
Conjure Alliance Elemental
Magical Incantation: Webilu Offawu Category: Battle Tome Type: Offensive Description:
Conjures an Alliance Elemental who, for 5 turns, deals 10 Physical Damage to an opponent. Also, whilst the Alliance Elemental is alive, all of the conjurers physical attacks deal an extra 15 damage (added after the calculation).
Can be used in RP's out of combat as well.
ENG Cost: 50 Requirements:
Must have the Basic Conjuration Tome. 10 INT 40 ATK Adept Stage Civilians must also be Adept stage.
Description: Use the dragon souls to gain that dragon's attack power. (See the Dragons thread for more details.)
Other: Arick has dabbled in the dark with these Black Market souls. Instead of turning them over to Marcus, he keeps the ones he finds or obtains through his travels and sells them to those who aren't as powerful or as strong. This is a very hushed side business which he doesn't have predominately displayed in his shop. Talk to him alone and he may be willing to trade souls for his wares. He's always after strange and unusual souls.
Ysali Tear: : Counts as 1 RP/Battle Requirements Ayrala or Kiandri Tear: Counts as 2 RP/Battle Requirements Firani or Peisio Tear: Counts as 3 RP/Battle Requirements Aiskala or Gaili Tear: : Counts as 4 RP/Battle Requirements Aedaun or Diabi Tear: Counts as 5 RP/Battle Requirements Celestial Tear: Counts as 6 RP/Battle
Information:
You can only use 1 Tear per growth. You cannot use Tears for any of the required Special solos, they can only fulfill a regular RP or Battle.
Special Solo's include: Solo RP with Profession Master/Race Leader, Dragon Orb Delivery, Clan/Profession/Weapon Choosing Solo, the Solo's Practicing/Learning your Profession, 3 RPs Mastering Khehora Magic and Learning Solo's for Orakoir. Hunts are like Learning Rp's for the Battler, which is why you cannot fullfill them with a Tear.
You cannot use it to fulfill ALL of the req's on one thing. You must have at least 1 RP and Battle (when required at all) for every growth. It doesn't matter if the Tear would cover all the requirements, you must have at least 1!
A Battler may use the Tear to fulfill Battle or RP requirements if they so desire.
Tears will also be used as Ingredients for stronger Enchantments and Crafting Recipes!
Other: Arick has also begun his collection of Dragon's Tears. These tears have very, very special properties and require a lot of work or effort to obtain. Thus, they cost an outrageous amount of gold or Dragon Souls to obtain. These can be turned in using the Profile Update thread. Sometimes these are also gained through Adventures.
Posted: Mon Apr 01, 2013 1:15 am
✦ how to order ✦
» the how to Now that you've figured out what you want to buy, you've had a chance to look through Arick's selection of wares, please feel free to purchase or trade these items for things that you currently have in your inventory. Each item has a specific price, so add them up at the end. Follow these steps when ordering from Peddler's Rock.
Step o1: Find the items you wish to purchase.
Step o2: Fill out the form below and post it here in the thread.
Step o3: Send a trade to the Magesc mule with the gold amount, if gold is being used.
Step o4a: Start the required role play for purchase in the RP section of the guild and add it to the end of the form. You may choose to have a PRP with Arick. A member of staff will play him in this case. The role play itself, when complete, must be at least 300 words. This will count towards your requirements for growth.
Step 04b: Do a solo of at least 300 words where you have obtained these items elsewhere. This will count towards your requirements for growth.
Step o5: Finish trade and RP, the items will be added to the character profile once the RP is complete.
» the form
[size=11][b]Username:[/b] [[ Your Gaian Username ]] [b]Character:[/b] [[ The character these items are for. ]] [b]Items Wanted:[/b] [[ List ALL items here. ]] [b]Total:[/b] [[ Total in Gaia Gold. IF you want to trade Dragon Souls instead, round up how much they would be in Dragon Souls and place that amount here. ]]
[b]RP:[/b] [[ A LINK to your REQUIRED RP or SOLO to obtain items. ]][/size]