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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Aereth

      2.5.2 New Mechanic: Thread Invasion/Protected Threads   11/08/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK  
Shield

[R5 Merchant - Open] - Everyday Miracles - SELLING UNIQUES & T3 MATS

Recommended Posts

Everyday Miracles
Unique Specialist

"Making the Ordinary Extraordinary"

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Identification Prices:

Either pay the prices listed below OR with a second unidentified item of equal Tier and Quality!

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Equipment:

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  • [T1] Uncommon    (250 col)
  • [T1] Rare                (500 col)
  • [T1] Perfect            (950 col)
     
  • [T2] Uncommon    (650 col)
  • [T2] Rare             (1,100 col)
  • [T2] Perfect         (1,650 col)
     
  • [T3] Uncommon (1,250 col)
  • [T3] Rare             (1,900 col)
  • [T3] Perfect         (2,650 col)

Consumables:

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  • [T1] Uncommon    (150 col)
  • [T1] Rare                (300 col)
  • [T1] Perfect            (550 col)
     
  • [T2] Uncommon    (350 col)
  • [T2] Rare                (600 col)
  • [T2] Perfect            (900 col)
     
  • [T3] Uncommon    (650 col)
  • [T3] Rare             (1,000 col)
  • [T3] Perfect         (1,400 col)

Evaluations Page


For Unique Hunters: Best Odds in Aincrad!

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WLTDUHQ.png

For best odds, provide a +1 CD consumable.

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In the piedmont of the mountains on the eleventh floor, a collection of slope-roofed buildings rests on a lush, overgrown plateau. While most of the buildings were for storage of general stocked items and one served as the home of its owner, the largest stood out as a mercantile store front. While it was quite the journey to reach, the remote location protected it from any activity of the large, insect-like monsters that comprised the floor's inhabitant. 

"Welcome. Did you bring me something to look at?"


Currently In Stock

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Tier 1:

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Item Name: Spiked Pouldrons
Profession: Merchant
Rank: 2
IDs: 75276, 75278, 75279
Roll:  Craft: 10 + 1 = 11,  Craft: 6 + 1 = 7,  Craft: 11 + 1 =12
Item Type: Heavy Armor
Tier: 1
Enhancements: Thorns 1, Heavy Momentum 1, Mitigation 1
Description: (current description)
Cost: 500 Col

Name: Silver Lining
Crafters's Profession: Blacksmith
Crafter's Rank: 7 - High Mentor Blacksmith
ID: 75257
Roll: 10+2=12
Item Type: Shield
Quality: Perfect
Tier: 1
Enhancements: +3 Regen
Descriptions:  A convex, teardrop-shaped shield with a smooth, mirror-bright, silver surface
Cost: 750 Col

Name: Bleeder
Crafter's Profession: Blacksmith
Crafter's Rank: 8
ID: 76407
Roll: 13 (12+1)
Item Type: 1H Axe
Tier: 1
Quality: Perfect
Enhancements: +2 Bleed, +1 DMG
Description: A simple ax with a barbed, harpoon-like spike protruding from the center of the striking edge, designed to rend flesh when pulled free after a solid strike
Cost: 750 Col

Tier 2:

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Item name: Studded Feather Armor
ID: ID#79102
Roll: LD: 21 (13+7+1) CD: 8
Tier: 2
Type: Light Armor
Quality: Perfect
Enhancements: Evasion 3
Description: A tunic made from exceedingly thin, light, overlapping scales of leather, each of which is detailed to look like a feather. Key points on the armor have metal studs to further repel attacks.
Cost: 1500 Col

Item name: Flaming Fist
ID: ID#78990 / 80016
Roll: LD:13 (5+7+1) CD: 2 / Craft: 8 + 4 = 12, Loot: 4
Tier: 2
Type: Gauntlets
Quality: Perfect
Enhancements: Bleed 2, Keen 1
Description: Shining silver gauntlets. An inscription across the knuckles reads "I am the law."
Cost: 1250 Col

Item name: Porcupine's Dilemma
ID: ID#78839 / 80017
Roll: LD: 15 (11+4) CD: 6 / Craft: 9 + 4 = 13, Loot: 8
Tier: 2
Type: Heavy Armor
Quality: Perfect
Enhancements: Thorns 2, Regen 1
Description: A suit of chain armor whose back and shoulders are coated with detachable spines that stay in opponents when they activate. They regenerate the turn after they break away.
Cost: 1250 Col

Item name: Glass Slipper
ID: ID#79041 / 80018
Roll: LD: 11 (7+4) CD: 5 / Craft: 11 + 4 = 15, Loot: 19
Tier: 2
Type: Light Armor
Quality: Perfect
Enhancements: Evasion 2, Damage Mitigation 1
Description: A light set of armor made from glass beads woven together on leather cords. The smooth beads are free to spin on their cords, making landing an actual hit exceedingly difficult.
Cost: 1250 Col

*UNIQUES*

This is what you came here for. These are items that have been found to have special qualities usually unattainable through normal loot drops.

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Tier 1

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Armor and Shields

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Item Name: Angel's Plate
Tier: 1
Type: Heavy Armor
Quality: Uncommon
Enhancements: Holy Blessing
Cost: 5,000 Col

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ID:80305
Roll:Craft: 12 + 3 = 15, Battle: 10, Loot: 16 - Holy Blessing
Description:A shining silver curiass with feathered wings etched into the shoulder blades, sweeping up onto the shoulders. When it heals its wearer, the wings glow a pale blue.

Item Name: Brilliant Shield
Tier: 1
Type: Shield
Quality: Uncommon
Enhancements: Holy Blessing
Cost: 5,000 Col

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ID: 80538
Roll:Craft: 9 + 3 = 12, Battle: 10, Loot: 9 - Holy Blessing
Description:A heater style shield forged from silver and polished to a mirror shine with swirling patterns etched around its edges.

 

Weapons

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Item Name: My Mixtape
Tier:1
Type: 1 Handed Axe
Quality: Uncommon
Enhancements: Burn
Cost: 5,000 Col

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ID: 81678
Roll: Craft: 12 + 3 = 15, Battle: 10, Loot: 19 - Burn
Description:The blade of the axe is designed to mimic a pie-shaped wedge taken out of a CD, the outer edge of the disc acting as the blade.

Item Name: Crippling Depression
Tier: 1
Type: One Handed Axe
Quality: Uncommon
Enhancements: Paralytic Venom
Cost: 5,000 Col

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ID: 80230
Roll: Craft: 12 + 3 = 15, Battle: 10, Loot: 2 - Paralytic Venom
Description: A barbed axe that, when it strikes an opponent well, makes them so incredibly depressed that they are unable to move and want to die.

You After You Buy It
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Your Opponents When You Hit Them
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Item Name: Osteoporosis
Tier: 1
Type: Axe
Quality: Uncommon
Enhancements: Paralytic Venom
Cost: 5,000 Col

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ID: 80948
Roll: Craft: 10 + 3 = 13, Battle: 10, Loot: 3 - Paralytic Venom
Description: The axe's handle is designed to look like a spinal column, and the blade itself like half of a human pelvis. It makes opponent's bones feel weak and brittle so it's difficult for them to move, but only on attacks that would make one say "Heyyyy... that's pretty good."

You after you buy it:
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Everyone when its effect triggers:
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tem Name: Axe of Michael
Tier: 1
Type: One Handed Battle Axe
Quality: Uncommon
Enhancements: Holy Damage
Cost: 6,000 Col

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ID: 81612
Roll: Craft: 11 + 3 = 14, BD: 10, Loot: 12 - Holy Damage
Description:A shining silver hand axe with etched patterns of feathers running the top and bottom edge of the head.

Item Name: Gettu the Chopper
Tier: 1
Type: One Handed Battle Axe
Quality: Uncommon
Enhancements: Fallen Damage
Cost: 7,500 Col

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ID: 81771
Roll: Craft: 11 + 3 = 14, Battle: 10, Loot: 10 - Fallen Damage
Description: An axe with a dark mahogany handle, and an even darker obsidian head. 

Item Name: Para - Trooper
Tier: 1
Type: One Handed Battle Axe
Quality: Uncommon
Enhancements: Paralytic Venom
Cost: 5,000 Col

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ID: 82010
Roll: Craft: 12 + 3 = 15, Battle:10, Loot: 2 - Paralytic Venom
Description: A simple, military style hand axe with a narrow, finely shaped head, the back of which is stamped with a simple shield.

Item Name: Cool Stunnings
Tier: 1
Type: One Handed Straight Sword
Quality: Uncommon
Enhancements: Freeze
Cost: 5,000 Col

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ID: 82664
Roll: Craft: 11 + 3 = 14, Battle: 10, Loot: 5 - Freeze
Description:An icy white blade, handle to tip, save for an inscription along the blade in blue: "Feel ye the rhythm. Feel ye the rhyme. Hie thee hither. Anon 'tis time to stab."

 

 

Tier 2

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Armor/Shields

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Item Name:    The Venoming of My Enemy
Tier:    2
Type:    Shield
Quality:    Rare
Enhancements:    Thorns, Paralytic Venom
Cost: 10,000 Col

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ID:    83601 / 83610
Roll:    Craft: 6 + 4 = 10, Loot: 10 - Thorns / Craft: 9 + 4 = 13, Battle: 10, Loot: 13 - Paralytic Venom
Description: A round shield with a single protruding spike in the center, the tip of which is tinted a sickly green.

 

 

Tier 2

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Armor/Shields

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Item Name:    Full Support
Tier:    3
Type:    Light Armor
Quality:    Rare
Enhancements:    Recovery 1, Life Mending 1
Cost: *Currently reserved - Best offer takes it home*

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ID:    88075 88076
Roll:    Craft: 11 + 4 = 15, Loot: 10 - Thorns / Craft: 9 + 4 = 13, Battle: 10, Loot: 5 - Life Mending
Description: A set of white, studded leather armor with medical crosses tooled into the shoulders.

 

General Stock:

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  • Blank Recording Crystal (55 col)
    • Item Type: Vanity Crystal
    • Effect: A basic item used to record and store sound.
       
  • Teleportation Crystal (1,100 col)
    • Item Type: Crystal
    • Effect: Use a post action to activate a teleport crystal. Teleports the player to the town or designated teleportation area they specify.
       
  • Dimensional Backpack (6,600 col)
    • Item Type: Unique Item
    • Effect: Adds +1 to Battle Ready inventory. This item does not take up a Battle Ready inventory slot. A player may only have one Dimensional Backpack at any time.
       
  • Custom Ambition Tool (1,100 col)
    • Item Type: Tool
    • Effect: Gain +1 bonus crafting EXP for each crafting attempt.
       
  • Custom Crafting Tool (1,100 col)
    • Item Type: Tool
    • Effect: Gain +1 to the CD when crafting in your shop.
      •  

Blank Dungeon Maps

Effect: Assign a successful sub-dungeon search roll to a blank map in order to explore the dungeon in another thread. When used, apply the dungeon difficulty and roll ID (Ex. Beginner Dungeon Map #12345). Can only hold the location of one sub-dungeon that matches the Tier of the map.

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  • [T1] - Floors   5 - 10 (110 col)
  • [T2] - Floors 11 - 20 (220 col)
  • [T3] - Floors 21 - 30 (330 col)

Field Rations

Item Type: Snacks
Effect: Grants bonus to max HP. Player must be same tier or higher to use. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations at a time.

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  • [T1]    +40 HP (330 col)
  • [T2]    +80 HP (660 col)
  • [T3]  +120 HP (990 col)

Immolation Potion

Item Type: Potion
Effect: When used, successful non-critical attacks against you deal unmitigated damage to the attacking enemy. Player must be same tier or higher to use. Effect lasts for one thread.

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  • [T1] - 10 dmg (330 col)
  • [T2] - 20 dmg (660 col)
  • [T3] - 30 dmg (990 col)

Chest Keys

Effect: A single-use item that grants a bonus to LD when opening a Treasure Chest.

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  • Silver Key    - +1 Bonus (550 col)
  • Golden Key - +2 Bonus (1,100 col)

Crafting Material

Item Type: Crafting material
Effect: Basic materials for use with any profession.

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  • Tier 1 (330 col)
  • Tier 2 (660 col)
  • Tier 3 (1,000 col)

I'll buy the stuff you don't want!

For special items, make me an offer and we'll discuss. For regular prices, see below:

Spoiler

Equipment:

Tier 1

Spoiler
  • Uncommon   (50 col)
  • Rare             (100 col)
  • Perfect         (200 col)

Tier 2

Spoiler
  • Uncommon (150 col)
  • Rare             (250 col)
  • Perfect         (375 col)

Tier 3

Spoiler
  • Uncommon (300 col)
  • Rare             (450 col)
  • Perfect         (625 col)

Consumables:

Tier 1

Spoiler
  • Uncommon (25 col)
  • Rare             (50 col)
  • Perfect       (100 col)

Tier 2

Spoiler
  • Uncommon   (75 col)
  • Rare             (125 col)
  • Perfect         (185 col)

Tier 3

Spoiler
  • Uncommon (150 col)
  • Rare             (225 col)
  • Perfect         (310 col)

Relevant Bonuses:

Spoiler

Rank 5 - 2607 EXP 

Relevant Items/Bonuses:

  • Red Wyvern Loupe (CD +1)
  • Fireplace (CD +1)
  • Cauldron (CD +1)
  • Merchant's Coin (Ambition +1)
  • Antique Scales (Craft attempt +1)

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Beat ran through the crowded side street, slipping in between the small opening that the crowd afforded him. He was excited to see Shield's new shop and was equally curious as to which profession he had chosen. He thought to himself as he made his way closer. 

Man, I'm slacking on that...I need to find a mentor chef...

Soon he arrived, stopping to look at the outside of the "calculator's" shop. He read the sign and immediately looked down at his recently acquired handwraps. A wide grin appearing on his face, he quickly made his way inside, giving a small wave to Shield as he began to undo his wraps while he admired the inside of the shop. 

"Not too bad my friend. Decided on merchant I see. Well then..."

He placed his handwraps on the counter along with a few materials as he looked at Shield expectantly.

"Do the thing with the stuff."

 

OC: Will pay mats equal to number of attempts. Going until lockout or maximum crafting attempts for the day is met. Whichever happens first. 

Edited by Beat

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"Figures you would be my first customer," Shield laughed, picking up the hand wraps that his party member had handed him. "Well, if it's for the good of the party, I suppose I had better!"

Leaning over the wraps, he turned them over thoughtfully, inspecting their design and make.

"Alright, so this is the +1 damage item we received from the last quest. Let's see if there's anything else..."

-1 T1 Mat

Spoiler

74753 results: Craft: 5 - Try again (+4 EXP)

Squinting his eyes, he took a deeper look, but eventually, he had to sit back and shrug.

"It's not a no, but they aren't speaking to me just yet. Do we want to keep trying? I'm game if you are, but that'll probably be my last go for the day if we do, whether I find anything or not."

It was exciting to finally be established. Even though this was someone that he helped every day in combat, it was exciting to be digging for hidden treasures. Judging from the look in his companion's eyes, he knew the answer to the question. Looking back down at the wraps, he turned them this way and that feeling the edges of the fabric, trying to spot what wasn't easy to spot.

-1 T1 Mat

Spoiler

74755 results: Craft: 12 - Success! (+12 EXP)

 Loot: 14 - +1 Bleed

"Ha!" he shouted, standing up suddenly from behind the stall. "Looks like persistence paid off! You are now the owner of Rare quality hand wraps. +1 Damage AND +1 Bleed." He handed off the wraps proudly, satisfied at his handiwork. As soon as he had done so though, he felt slightly dizzy. 

"Oh man... I think that taps me out. I'm glad we got something out of it though."

He remembered that first tier occupations got a very small amount of attempts per day, but he had forgotten how few it truly was. He extended a fist for his comrade to bump in parting as he took his seat once again.

"Just make sure not to put on those wraps first, yeah?"

Edited by Shield

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Beat smiled at the now red handwraps and handed his friend 2 materials in exchange after returning his fist bump, something that had become a bit of a thing between them. Fist bumping was exactly rare, but they acknowledged success and fortune with a good fist bump. He added the wraps into his inventory and immediately equipped them. They had been loose hand wrap made from an off white cloth before, but now they were a brilliant crimson, tightly wrapped without a tatter in sight. He threw some quick jabs in a mixture of series to test them out, enjoying the pressure the wraps applied to his hands in addition to adding just a little weight. His eyes twinkled as he looked back to Shield. 

"Nice! I'll have to have you try again tomorrow to see if there is anything else on these babies!" 

He gave Shield a warm salute and walked out of the store, anxious to try out his weapons on their next adventure. 

 

-2 T1 Mats

 

 

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Beat opened the door and the bell chime could be heard as he excited walked inside. Crimson handwraps in hand, he wondered what else would be found on them, knowing that some items were said to be secretly unique. He understood that it was totally possible that they would be stuck at a rare quality forever, but he knew he would always wonder and regret if he didn't find out for sure. At first, he didn't see his friend behind the counter so he took his time walking around and browsing the standard merchandise being sold. Most of it was pretty basic, but things like teleport crystals were offered, though the price was a bit much in Beat's opinion. Having satisfied his curiosity and expired his patience, he walked up to the counter and rang the bell as he sat two materials and the handwraps on the counter, yelling into the back. 

"Okay magic man! let's do this! Make these the legendary god hand!" 

Paying materials used in the appraisal process. 

Edited by Beat

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Spoiler

Rolling craft

-2 T1 Mat

74901 results: Craft: 8 - Try again +4 EXP

74902 results: Craft: 4 - Item locked! +1 EXP

Nodding to his comrade, Shield took back the handwraps for a second time. He laid them on the table, studying them carefully, occasionally taking a corner and turning it over to examine the edge. The new crimson color was brilliant, but other than that, Shield's first attempt yielded absolutely nothing they did not already know about the items. He sighed, settling back into his stool.

"First try, nothing," he sighed, letting his eyes relax for a moment and shaking his head. "Don't worry. I'm not going to give it up just yet."

He blew air out between his lips and breathed in slowly. As he opened his eyes, he brought the hand wraps level to his eyes. This time, in his examinations, an all-too-familiar animation played in his display. A red, glowing pictograph of a padlock appeared, the bar of the lock slamming shut.

"Aw, hell..." he shook his head and passed the wrappings back to his partner and shrugged apologetically. "Sorry, beat. They're rare and nothing else. We'll get you better one of these days."

 

Edited by Shield

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Feet plodded endlessly back and forth along the bustling street in The Town of Beginnings, and Shield watched patiently as they passes. He knew that business would invariably be slow at the start, but it looked like he was going to need to start pounding the pavement a little more. He needed experience, after all.

As the sun was beginning to set, he absentmindedly began flipping through his inventory. As the scrolling screen came to a stop, he positioned his finger over the window to continue shuffling down the list, but the words there caught his eye.

[Iron Chestplate - Mitigation 1]

It was the quest reward for gathering the boar pup tusks.

Well... today is almost over. No sense letting my crafting attempts go to waste...

He shrugged and summoned the item from his inventory, letting the metal plate armor rest on the counter in front of him as he pulled out the specialized jeweler's loupe he had just had commissioned.

Here goes nothing.

Spoiler

74976 results: Craft: 7 +1 = 8 - Try again +5 EXP

74977 results: Craft: 4 + 1 = 5 - Try again + 5 EXP

74978 results: Craft: 6 +1 = 7 - Try again + 5 EXP

He pulled out a piece of material and watched it vanish. Then another. And another, all the while, squinting through the lens of special little instrument. He felt like he was peeling layers off of an onion with his mind, and although he did not manage to lock the item, by the end of it, he had found nothing particularly interesting on it either. He sat back into his stool and sighed.

Well, better luck tomorrow then, I suppose...

Relevant Modifiers

Spoiler

Red Wyvern Loupe (CD +1)

Merchant's Coin (Ambition +1)

Antique Scales (Craft attempt +1)

[Shield -3 T1 Materials. +15 EXP]

Edited by Shield

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With a new day came fresh attempts to hone his craft, and the shaggy-headed, scar-faced aspiring merchant was eager to do so. Immediately, once his stand was properly opened and ready for business, he took out his chest plate and continued his examinations from the previous day, inspecting with his specialized loupe.

[-2 T1 Materials]

Spoiler

ID# 75073 results: Craft: 4 + 1 = 5 - Try again (+5 EXP)

ID# 75074 results: Craft: 1 + 1 = 2 - Locked! (+2 EXP)

At first, it seemed as if this would be a repeat of yesterday, with one inconclusive attempt leading to another and yet another, but as soon as he sacrificed the second material, the dreaded red padlock animation played in the lens of his inspection device, and the item's cap was locked as a mere uncommon.

What a disappointment. But I suppose that's just how things go.

With a few flicks of his fingers, he dismissed his trusty piece of armor and settled back in for potential customers.

It really is a shame. With only one more attempt before my cooldown kicks in, it almost seems like a waste to be here rather than adventuring or working on quests.

As an afterthought, Shield brought up his menu and searched through his contacts. He knew that Beat didn't currently have any items that needed appraisal. He had seen to that himself. Still...

What about Rain?

He shrugged and set about composing a message, seeing if there was anything he could help Rain with, hopefully to mutually benefit both players.

Edited by Shield

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-1 Chinese Dao [T1, +1 Damage]

Marching right into the shop, the wanderer heads straight to the counter where a familiar face stood. "Yo, you said you needed an uncommon item?" The wanderer spoke somewhat quietly, but in a stern tone. As he spoke, he slowly raised his right hand while keeping a stoic facial expression. His eyes looked that of disinterest as he tried to look the player in the eye. As soon as he finished his sentence, he flicks his fingers in the air and opens a trade window with the player. You see, earlier he had asked the wanderer if he had an uncommon item or a rare item. He was so close to ranking up and all he needed were those items. Luckily for the player, the wanderer had 1 uncommon in his inventory. "Here." The wanderer says as he quickly presses the accept button. He didn't want anything for it. He quickly headed back out as soon as the trade was over as he has to be somewhere else already.

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Shield regarded his old quest companion and nodded, gratefully accepting the transfer.

"As usual, your assistance is appreciated. Let me know if you need... any..."

But Rain was already gone and out of sight before he could even finish the sentiment.

Guy doesn't talk much... Still, he's more generous than his disposition seems to suggest. I guess he and I share some things in common.

With that, he returned his loupe to his eye to continue practicing his craft. He inspected the weapon, haft to blade, assessing the existing qualities.

It's a damaging weapon. Uncommon, as he said, with a +1. But let's see...

[-1 T1 Material]

Spoiler

ID# 75101 results: Craft: 11 +1 = Success! Loot: 8 - +1 Accuracy (+9 EXP)

With a start, he sat upright, the familiar discovery notification popping up in his display. Bending over forward, he continued to inspect the item to learn what exactly he had uncovered.

A +1 to accuracy as well! It's a shame Rain didn't have further use for this. It's actually a fairly balanced weapon, so far. But I'll have to wait for a bit to properly assess if there's even more to it.

Edited by Shield

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Spoiler

Roseguard Pouldrons:

 75268 results: Craft: 10 + 1 = 11 - Success! Upgraded to perfect!

 Loot: 14 - Thorns. Enhancement capped! Rolling again

75271 results: Loot: 13 - Thorns. Reroll

75272 results: Loot: 6 - Regen

(9 EXP)

Spoiler

Spiked Pouldron

75276 results: Craft: 10 + 1  = Success! Upgraded to rare!

Loot: 5 - Regen

(9 EXP)

 

Crafting again!

75278 results: Craft: 6 + 1 = 7 - Try again

(5 EXP)

75279 results: Craft: 11 + 1 = 12 - Success! Upgraded to perfect!

 Loot: 9 - Heavy momentum

(9 EXP)

Spoiler

2nd Spiked Pouldron

75280 results: Craft: 9 + 1 = Success! Upgraded to rare!

 Loot: 10 - Heavy Momentum

(9 EXP)

[-5 T1 Mats]

Shield set out his gains, admiring the handiwork of the pieces he had acquired from Macadon's smithing shop. One at a time, he inspected them, peering through the loupe that Birdie had crafter for him. No matter how he cut it, the little success that he had managed so far from his fresh little shop was a group effort by everyone who had impacted him as a player. Even Rain had contributed items and carried him through dungeons to get him this far.

Their contributions made a difference today as one enhancement after another came to the surface. Most of the items ended up being a bit of a mix-match of bonuses that spread their use pretty thin. One, however, stood out from the others.

"This pouldron... originally Thorns 2... Now with a slot of Regen! That's an excellent piece! Even if I don't use it for long, someone will find use for it. What's its name? 'Roseguard Pouldron? Appropriate, considering the thorns, but now that it returns life to its wearer, let's go with... 'The Drinking Rose.' I like that..."

Edited by Shield

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Shield took out his instruments and set out a few items for the day's attempts at appraisals: a chest plate and a set of spiked pouldrons like those he had inspected the day before. He rested the coin trinket on one arm of the antique scales and watched them settle into place before pulling out the ornate loupe that Birdie had crafter for him and put it to his eye.

Spoiler

Current Item Name: Butcher's Plate - Mitigation 2
Profession: Merchant
Rank: 2
ID:75280 
Roll: 9 + 1 = 10 - Success!
Item Type: Heavy Armor
Tier: 1
Enhancements: + Heavy momentum
Description: A stalwart suit of armor that covers the chest and back.

Spoiler

Current Item Name: Spiked Pouldrons - Item locked!

[-2 T1 Mats]

[+11 EXP]

The plate mail had apparently been hiding some of its potential, actually having a hidden Heavy Momentum enhancement hidden away.

"I know Beat isn't planning on using heavy armor long-term, but in the mean time, this could be pretty useful for him."

He sent his partner a message before making an attempt at the spiked pouldrons. They, unfortunately,were less generous. A red notification flashed at him through his jeweler's loupe and the item locked the second Shield went to inspect them.

"Well, you win some, you lose some," he sighed, and set aside his things in hopes of finding a few customers.

Edited by Shield

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Beat barged into the shop, having received communication from Shield about needing his lucky ring. He wasn't happy to part with it, but he knew it would be coming back to him. Plus the merchant warrior had promised Beat a piece of armor in exchange. Beat did most of his adventuring along side Shield, but he knew there would be times when he would want a little extra protection in leu of some of his damage. He walked up to the counter and pulled up his menu. He retrieved the ring from his inventory and laid it on the counter. 

"Hey! I've got food to burn! Let's do this thing!" 

He would wait patiently, not truly wanting to go back to his kitchen to actually burn more food. HIs efforts in his profession had produced little edible food and it had been a discouraging beginning to his career. He had no intentions of giving up, but he found himself needing to get away to avoid feeling too discouraged. 

 

Trading the following:

Spoiler

Name: Watchful Sentry
Profession: Artisan
Rank: 6
ID:  74514
Roll: 12
Item Type: Lucky Charm
Tier: Tier 1
Quality: Perfect
Enhancements: Loot Die +3
Description:  A silver charm depicting an 'Eye of Horus', it's coated with a rare resin bled from the trees of Crémae Forest. The blue iris illuminates when in proximity of rare items, imparting a higher chance to find loot onto its wearer.

for 

Spoiler

Name: Green Dragon Ring

Your Profession: Artisan

Your Rank: 5

ID: 55845

Roll: 9+1

Item Type: Lucky Charm
Tier: 1

Quality: Rare

Enhancements: Loot Dice +2

Description: A small dragon that resembles a wyvern sculpted out as a ring. The dragon is made from a green gem and is slightly transparent. Makes the user very curious

and 

Spoiler

Current Item Name: Butcher's Plate - Mitigation 2
Profession: Merchant
Rank: 2
ID:75280 
Roll: 9 + 1 = 10 - Success!
Item Type: Heavy Armor
Tier: 1
Enhancements: + Heavy momentum
Description: A stalwart suit of armor that covers the chest and back.

 

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Just as Shield finished inspecting the items in front of him, he looked up to find Beat rushing up to him. He blinked, refocusing his eyes before accepting the ring, handing Beat the one he had been using, and taking one last look at the armor.

"It's not light armor, so with your build you won't get to stack skill bonuses, but for now, as long as you're not using a shield, you get your full evasion," he assured Beat, handing over the plate mail. "It's also got some momentum to it that should carry into a few of your attacks, so make sure you take time to get used to that weight."

He equipped the new ring and gave Beat an appreciative smile.

"I'm going for a familiar next. It should be interesting. Word on the street is, those quests can be extremely short or they can take ages. However, I overheard an information broker talking about the quest, and apparently those find the best familiars are the same players who have an easier time finding materials, which means..."

He held up his hand that bore the lucky ring.

"Most likely there's a connection between a character's success on the quest and their Loot Drop stat. I'll let you know how it turns out. In the mean time, have fun cookin', Beat!"

Waving a quick farewell, he turned back to his appraisals.

[- Green Dragon Ring, - Butcher's Plate]

[+ Watchful Sentry]

Edited by Shield

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As Shield set about preparing himself for the remainder of his inspections for the day, a group of young players crowded into the shop, pawing at various items. Patiently, Shield stepped over to them and got their attention.

"What can I help all of you with?" he asked politely, giving them a nod of his head in greeting.

Several slips of paper were pressed into his hand, and before long, they had found a few items around the shop that matched their needs.

Perfect Items [400 Col each]

Spoiler
  • Spiked Pouldrons - Thorns 1, Regen 1, Heavy Momentum

Rare Items [200 Col each]

Spoiler
  • Life Giver Shield [locked] - Regen 2
  • Green Dragon Ring - LD 2

Uncommon Items [100 Col Each]

Spoiler
  • Spikes Pouldrons [locked] - Thorns 1
  • Iron Chestplate [locked] - Mitigation 1

Making their purchases and scampering out the door, the young players' backs disappeared into the crowd as Shield waved after them.

Alright. Back to work!

Spoiler

ID# 75442 results: Craft: 12 + 1 = 13 - Success!

 Loot: 1 = Recovery

(+9 EXP)

Squinting into the loupe, he put the new armor he had acquired up to the lens. He held it carefully, making sure to avoid the thorns on it. As he inspected a little golden exclamation mark leaped into view, and the new details of an extra enhancement scrawled across his display.

"Recovery, huh? That will be exceedingly useful once I start going on the offensive, which is exactly what this armor is for. Perfect!"

He set the armor aside and rummaged through his inventory for more items that needed appraising. He pulled out the spear that he had bought from Macradon. Although it was simply named "spear," it bore a +2 enhancement to damage.

"Let's make you more deadly."

Spoiler

75445 results: Craft: 7 + 1 = 8 - Try again

(+5 EXP)

ID# 75446 results: Craft: 1 - Locked

(+2 EXP)

"...or not," he thought to himself as the familiar 'locked' animation engaged in his display. "Well, how about the punny glaive?"

Spoiler

ID# 75447 results: Craft: 1 - Locked

(+2 EXP)

With a groan, he settled back into his seat.

"Well, so much for a cheap way to get perfect weapons," he sighed, setting aside the weapons before making one last attempt.

Spoiler

ID# 75448 results: Craft: 12 + 1 = 13 - Success!

 Loot: 19 -  Damage Mitigation

(+ 9 EXP)

With his mind drained for the time being, he set aside his tools and arranged the new items for sale. Odds are, he would not be needing anything but the Barbed Ire. A lower level player, however, might be able to make good use of them.

[+1000 Col, +23 EXP]

Edited by Shield

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Spoiler

Finder's keeper

ID# 75528 results: Craft: 3 - locked

Spoiler

Rolled twice for trinket before remembering that's not a thing -___- Resetting daily appraisals.

Spoiler

Saber

ID# 75538 results: Craft: 3 - locked

(2 EXP)

Spoiler

Pike

ID# 75539 results: Craft: 11+1 = 12 - Success! Upgraded to perfect!

 Battle: 10 - Unique enhancement! 

 Loot: 13 - Blight

(9 EXP)

Spoiler

Heavy Gauntlets

ID# 75541 results: Craft: 1 - locked

(2 EXP)

Spoiler

1H spear

ID# 75542 results: Craft: 9 + 1 = Success! Upgraded to uncommon!

Loot: 18 - Damage

(9 EXP)

AGAIN!

ID# 75543 results: Craft: 1 = Locked

(2 EXP)

Most of Shield's time in the shop was spent studying some fairly standard weapons. On more than one occasion, an uncommon turned out to only be an uncommon. In one case, his spear which he had had from the very beginning turned out to in fact be a damaging spear, but as soon as its first enhancement was discovered, it immediately became locked, unable to gain further enhancement.

He sighed, abandoning his station for a while as the bell from the front summoned him. A group of young men were looking across his shelves, and one of them seemed as if he was just preparing to leave the town of beginnings for the first time.

"Can I help you?" Shield inquired, watching the youth admire some of the better weapons on display.

"Yeah, maybe," he said, scuffing his feet on the ground. "I need something to help me in combat. I keep missing, and when I hit, I do so little damage. I'm a burden to my party, but I don't have much Col."

Glancing over his shoulder at the display shelf, he saw that the young man had been eyeing a few spears.

"Well, I have a few things that might help..."

Ten minutes later, the young man had purchased a spear and an amulet, each of which offered minimal bonuses, but for 100 Col. apiece, they each were happy with the deal. Shield sat back down to appraising, picking up the two-handed spear that Macradon had sold him. As soon as he held his trust Red Wyvern Loupe to his eye, the familiar golden excalamation mark sprang into view, but there was something new. A little notification flashed just below it in the same gold lettering.

"...Unique enhancement found?"

Shield leaned forward, selecting the notification. As soon as it opened, a series of specs scrolled across his vision.

"Blight? What does... I see... It's like bleed, but it's a workaround for things like Bloodclot that negate bleed damage. This might actually net me a pretty penny!"

He smiled to himself, excited about the new find, and he quickly set about clearing out the front display case to showcase the unique weapon. Taking extra care to position it visibly, he polished up the glass, set the spear in place, and put up details to display beside it.

"Not bad for a day's work!"

 

[-5 T1 Mats]

[-The Name Glaive It Away, - Amulet of Accuracy]

[+200 Col]

[+26 EXP]

Edited by Shield

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Having dealt with plenty of merchants before in the past, Seul was always eager to try out new vendors he had heard about through the grapevine. As of late it seemed like there was an influx of new shops popping up all over Aincrad and seeing as how his current gear was a result of appraisal he decided it'd be best to try his hand at obtaining some more unique gear.

Everyday Miracles. The name was fitting even if the stand itself was a little lackluster. Behind the counter was a man he had never seen before, but rather than strike up a conversation he decided to cut straight to business. From his inventory he produced five materials and five hundred fifty col coins to place before the merchant.

“I'm looking to buy some of your good quality armor to have them appraised. Ideally I'd I'm looking for unique enhancements, so if you don't have any luck you can keep the normal stuff.”

-550 Col

-5 T1 Mats

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It was good that newcomers were finally starting to frequent the shop. There had been a few low level players buying generic stock, and of course Beat had made his share of appearances, but to have any other players stop in who didn't seem to be native to the Town of Beginnings was a rarity. Shield nodded, accepting his transaction before taking out his custom jeweler's loupe and and a few pieces of light starter gear from the shelf behind the counter.

Not much for small talk, this one. It's a nice change of pace from Beat's constant conversation.

He pinched the loupe between the upper edge of his eye socket and the meat of his cheek and held up each item in turn, turning them over in his hands. Before long, he had made a neat little piles of leather items with a couple others set aside. With a sigh, he straightened back up and addressed his customer.

"No luck today, I'm afraid," he admitted, holding his empty hands to either side of him in a gesture of apology. "Mostly mundane items, except for this +1 evasion leather tunic here. This pair of bracers is giving me trouble, so I can't say if there's anything special on them just yet, but for now, I would assume not."

He set aside the uninteresting pieces and held up the only real success story of the day, which was plain, but clearly of good quality with an attractively tooled pattern of leaping animals, each vaguely feline in shape.

"You're more than welcome to take the tunic with you, but if not, I'm sure it can find a home on one of the shelves if you're determined to leave it behind. And of course," he went on, lifting a finger. "Of course, you're welcome to stick around and try your luck once I'm prepared for more attempts. It shouldn't be long, actually."

Spoiler

+550 Col

-500 Col

+5 EXP

 

Light Armor 1 -  ID 75788, Craft: 12 + 1 = 13 - Success!

Loot 11 = Evasion

(9 EXP)

 

Light Armor 2 - ID 75789, Craft: 1 + 1 = 2 - Item locked!

(2 EXP)

 

Light Armor 3 - ID 75790, Craft: 5 + 1 = 6 - Retry

(5 EXP)

ID 75791, Craft: 3 + 1 = 4 - Item locked!

(2 EXP)

 

Light Armor 4 - ID 75792, Craft: 5 + 1 = 6 - Retry

(5 EXP)

 

Edited by Shield

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Trying to keep himself busy, Shield decided that it would be best to try to examine mundane equipment. He had heard rumors of items that could be used to add enhancements on their own, so if he managed to find a unique enhancement, he could perhaps purchase or quest for the items to make an idea piece of equipment to complement the new enhancement.

He set his sights on the rack of leather armor that lined the left side of his shop. One piece at a time, he peeled back the layers to see what stories the item had to tell. A few of them had enhancements, though none of them anything particularly special. Some did not have anything, one of them proving especially difficult before it finally locked itself up.

Despite the poor luck, there was a little traffic through the shop that walked out with a few fewer col and a couple of items to boot.

It's slow, but the shop is starting to get interesting. I like it!

Prep for Appraisal

Spoiler

[Materiuals: -7 T1, Purchasing armor from stock: -400 Col]
(4 EXP)

Daily appraisals

Spoiler

Light armor continued

ID# 75884 results: Craft: 12 + 1 = 13 - Success! Upgraded to uncommon!

 Loot: 19 - Damage mitigation

(9 EXP)

 

Light armor

ID# 75885 results: Craft: 10 +1 = 11 - Success! Upgraded to uncommon!

 Loot: 13 - Evasion

(9 EXP)

 

Light armor:

ID# 75886 results: Craft: 11 +1 = 12 - Success! Upgraded to uncommon!

 Loot: 20 - Damage Mitigation

(9 EXP)

 

Light Armor

ID# 75887 results: Craft: 1 +1 = 2 - Item locked!

 (2 EXP)

 

Light Armor

ID# 75888 results: Craft: 7 + 1 = 8 - Retry!

(5 EXP)

ID# 75889 results: Craft: 6 + 1 = 7 - Retry!

(5 EXP)

ID# 75891 results: Craft: 3 + 1 = 4 - Item locked!

(2 EXP)

 

End of Day

Spoiler

Selling:

Saber + 200 Col

Heavy Gauntlets + 100 Col

Cat Leather + 100 Col

(3 EXP)

 

Edited by Shield

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The rack of leather armor was beginning to look more and more daunting the more time Shield spent wrestling with it. It was over a dozen pieces of armor now that he had inspected, and there were still dozens to go, not to mention the other smaller pieces of armor that had not been displayed and organized so nicely as the vests and tunics and such that could be so nicely hung up to display.

Laying out another handful of them for today's inspections, Shield slowly worked his way through the pile, but with each new attempt, he found either no result or a very disappointing result. He sighed, setting aside his work and being forced to classify them as merely "good" items. He knew he would never make any real profit off of such items, but that was the risk of being a merchant, and he knew it.

"If the right item doesn't slide across your desk, there isn't much else to be done."

Spoiler

 

Light armor 1

ID# 76036 results: Craft: 2 locked

(2 EXP)

 

Light armor 2

ID# 76037 results: Craft: 8 + 1 = 9 - Retry

(5 EXP)

76038 results: Craft: 2 - Locked

(2 EXP)

 

Light Armor 3

ID# 76039 results: Craft: 8 + 1 = 9 - Retry

(5 EXP)

ID# 76040 results: Craft: 6 + 1 = 7 - Retry

(5 EXP)

ID# 76041 results: Craft: 7 + 1 = 8 - Retry

(5 EXP)

ID# 76042 results: Craft: 5 + 1 = 6 - Retry

(5 EXP)

 

Bought items - 3

-300 Col

(3 EXP)

 

Sold items - 3

+300 Col

(3 EXP)

 

-7 T1 Mats

 

 

Edited by Shield

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