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F10 Shadowed Wares <<Closed>>


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<<Shadowed Wares>>

On Floor Ten, lies a completely back building. There are no windows visible, only a black door, easily visible from the white lettered words that lay above it. Shadowed Wares. As you walk in and the door shuts behind you, you find that all around is almost completely dark. The shop is only to be lit by a few candles. You should be able to see a few racks to the left of you with items that the merchant has found hidden enhancements lie on. To the right holds a few basic items, also available for purchase. Directly in front of the customer is a counter. The only light reaching this area of the shop is from a overhead blacklight, still making it yet hard to see. Standing behind the counter is a small cloaked figure. The voice is feminine and it only speaks a few words at first. "Welcome, what could I do for you?" You see behind the figure lies more items. And another door. 

Currently, a large dusty closed sign awaits anyone who comes up to the door. 

 

<<Merchant Stats>>
 

 

Spoiler

 

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Merchants offer a stock of basic items, have the ability to identify equipment, and can "junk sell" unwanted items. The items they can sell from their general stock and the tiers of items they can identify vary depending on their rank:

  • [0-39 EXP] Rank 1 - Cart Merchant: Able to identify Tier 1 & 2 items. 2 identifications per day.
  • [40-159 EXP] Rank 2 - Salesperson: Able to identify Tier 3 & 4 items. 4 identifications per day.
  • [160-639 EXP] Rank 3 - Entrepreneur: Able to identify Tier 5 & 6 items. 6 identifications per day.
  • [640-2559 EXP] Rank 4 - Black Marketeer: Able to identify Tier 7 & 8 items. 8 identifications per day.
  • [2560+ EXP] Rank 5 - Grand Master Merchant: Able to identify Tier 9 & 10 items. 10 identifications per day.

Leveling Up:
Gaining EXP and increasing your Merchant Rank adds to the general stock items you can sell and increases the number of times you can identify each day.

  • Each item sold from general stock: +3 EXP
  • Each item junk sold: +1 EXP.
  • Each item identified: +5 EXP

 

Rank 3: 6 Item Appraisals / day- Rank Three goods
261/640 EXP

<<General Store>> 

Spoiler

*Note: +3 EXP is gained from every item sold in this section. 

  • Blank Recording Crystal (50 col) (Customer Cost:100 col)
    • Item Type: Vanity Crystal
    • Effect: A basic item used to record and store sound.
       
  • [T1] Blank Dungeon Map (100 col) (Customer Cost:200 col)
    • 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.
       
  • [T1] Field Rations (300 col) (Customer Cost:400 col)
    • Item Type: Snacks
    • Effect: Grants +40 to max HP. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations at a time.
       
  • [T1] Immolation Potion (300 col) (Customer Cost:400 col)
    • Item Type: Potion
    • Effect: When used, successful non-critical attacks against you deal 10 unmitigated damage to the attacking enemy. Effect lasts for one thread.
       
  • Teleportation Crystal (1,000 col) (Customer Cost:1500 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 (6,000 col) (Customer Cost:7000 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.
  • Silver Key (100 col) (Customer Cost:200 col)
    • Effect: A single-use item that grants +1 LD when opening a Treasure Chest.
       
  • [T2] Blank Dungeon Map (200 col) (Customer Cost:400 col)
    • 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. Intermediate Dungeon Map #12345). Can only hold the location of one sub-dungeon that matches the Tier of the map.
       
  • [T2] Field Rations (600 col) (Customer Cost:800 col)
    • Item Type: Snacks
    • Effect: Grants +80 to max HP. Must be level 25+ 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.
       
  • [T2] Immolation Potion (600 col) (Customer Cost:800 col)
    • Item Type: Potion
    • Effect: When used, successful non-critical attacks against you deal 20 unmitigated damage to the attacking enemy. Must be level 25+ to use. Effect lasts for one thread.
       
  • Custom Ambition Tool (1,000 col) (Customer Cost:1200 col)
    • Item Type: Tool
    • Effect: Gain +1 bonus crafting EXP for each crafting attempt.
  • Golden Key (200 col) (Customer Cost:400 col)
    • Effect: A single-use item that grants +2 LD when opening a Treasure Chest.
       
  • [T3] Blank Dungeon Map (300 col) (Customer Cost:600 col)
    • 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. Advanced Dungeon Map #12345). Can only hold the location of one sub-dungeon that matches the Tier of the map.
       
  • [T3] Field Rations (900 col) (Customer Cost:1500 col)
    • Item Type: Snacks
    • Effect: Grants +120 to max HP. Must be level 50+ 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.
       
  • [T3] Immolation Potion (900 col) (Customer Cost:1500 col)
    • Item Type: Potion
    • Effect: When used, successful non-critical attacks against you deal 30 unmitigated damage to the attacking enemy. Must be level 50+ to use. Effect lasts for one thread.
       
  • Custom Tool (1,000 col) (Customer Cost:12 00 col)
    • Item Type: Tool
    • Effect: Gain +1 to the CD when crafting in your shop.

<<Sell Items>>

+1 EXP for Successful Transaction

If you Sell

Spoiler

Equipment:

  • [T1] Uncommon (100 col) Customer Receives: 50 col
  • [T1] Rare (200 col) Customer Receives: 100 col
  • [T1] Perfect (400 col)  Customer Receives: 200 col
  • [T2] Uncommon (300 col)  Customer Receives: 150 col
  • [T2] Rare (500 col)  Customer Receives: 250 col
  • [T2] Perfect (750 col)  Customer Receives: 400 col
  • [T3] Uncommon (600 col)  Customer Receives: 300 col
  • [T3] Rare (900 col)  Customer Receives: 450 col
  • [T3] Perfect (1,250 col)  Customer Receives: 650 col

Consumables:

  • [T1] Uncommon (50 col)  Customer Receives: 25 col
  • [T1] Rare (100 col)  Customer Receives: 50 col
  • [T1] Perfect (200 col)  Customer Receives: 100 col
  • [T2] Uncommon (150 col)  Customer Receives: 75 col
  • [T2] Rare (250 col)  Customer Receives: 150 col
  • [T2] Perfect (375 col)  Customer Receives: 200 col
  • [T3] Uncommon (300 col)  Customer Receives: 150 col
  • [T3] Rare (450 col)  Customer Receives: 200 col
  • [T3] Perfect (625 col)  Customer Receives: 325 col

<<Identifying Items>>

 
Spoiler

Cost of Appraisals

Spoiler

Equipment:

  • [T1] Uncommon (200 col) (Customer Cost:300 col)
  • [T1] Rare (400 col) (Customer Cost:500 col)
  • [T1] Perfect (800 col) (Customer Cost:1000 col)
  • [T2] Uncommon (600 col) (Customer Cost:800 col)
  • [T2] Rare (1,000 col) (Customer Cost:1250 col)
  • [T2] Perfect (1,500 col) (Customer Cost:2000 col)
  • [T3] Uncommon (1,200 col) (Customer Cost:1500 col)
  • [T3] Rare (1,800 col) (Customer Cost:2000 col)
  • [T3] Perfect (2,500 col) (Customer Cost:2750 col)

Consumables:

  • [T1] Uncommon (100 col) (Customer Cost:200 col)
  • [T1] Rare (200 col) (Customer Cost:300 col)
  • [T1] Perfect (400 col) (Customer Cost:500 col)
  • [T2] Uncommon (300 col)(Customer Cost:400 col)
  • [T2] Rare (500 col) (Customer Cost:600 col)
  • [T2] Perfect (750 col) (Customer Cost:900 col)
  • [T3] Uncommon (600 col) (Customer Cost:800 col)
  • [T3] Rare (900 col) (Customer Cost:1000 col)
  • [T3] Perfect (1,250 col) (Customer Cost:1500 col)

The rarity of the item determines how many potential enhancements can be identified, just as regular item rarity functions:

  • Uncommon: 1 slot
  • Rare: 2 slots
  • Perfect: 3 slots

In the event that an identified enhancement would result in an illegal item (following normal enhancement rules), the Merchant should re-roll the LD and make note of all rolls when submitting the item for evaluation.

Regular Enhancement Loot Die Result Chart

Spoiler
  • Weapons
    • [1-6] = Taunt or Keen
    • [7-13] = Bleed or Paralyze
    • [14-20] = Damage or Accuracy
       
  • Heavy Armor
    • [1-6] = Regen or Recovery
    • [7-13] = Taunt or Heavy Momentum
    • [14-20] = Mitigation or Thorns
       
  • Light Armor
    • [1-5] = Regen or Recovery
    • [6-10] = Savvy or Light Momentum
    • [11-15] = Mitigation or Evasion
    • [16-20] Loot Die
       
  • Shields
    • [1-6] = Regen or Recovery
    • [7-13] = Taunt or Paralyze
    • [14-20] = Mitigation or Thorns
       
  • Trinkets
    • [1-5] = Keen
    • [6-10] = Taunt or Recovery
    • [11-14] = Loot Die or Prosperity
    • [15-20] = Accuracy or Evasion
       
  • Consumables*
    • [1-3] = Antidote or Probiotics
    • [4-6] = Loot Die or Prosperity
    • [7-10] = Damage or Mitigation
    • [11-14] = Accuracy or Evasion
    • [15-17] = HP Recovery or Vitality
    • [18-20] = Over-Health or Protein
    • *Note: 

      When identifying consumables, apply the enhancement from the first roll up to the cap or the item's enhancement limit (whichever comes first). If any slots are left over, roll a second time. (Ex. When identifying a Perfect Potion, roll a 19 LD and apply +3 Damage. When identifying a Perfect Food, roll a 15 LD and apply +1 ACC (2 slots). Then roll again for a 4 LD and apply +1 Prosperity.)

If your Identify roll includes a CD: 10-12 and a BD: 10, you have identified a unique enhancement! In this case, refer to the chart below to determine which unique enhancement was found:

Unique Enhancement Loot Die Result Chart

Spoiler
  • Weapons
    • [1-4] = Paralytic Venom (Offensive) or Blight
    • [5-8] = Fallen Damage or Holy Damage
    • [9-12] = Freeze or Burn
    • [13-16] = Vampiric (Offensive) or Envenom (Offensive)
    • [17-20] = Absolute Accuracy or Phase
       
  • Heavy Armor
    • [1-3] = Antifreeze or Fireproof
    • [4-6] = Bloodclot or Paralytic Immunity
    • [7-10] = Vampiric (Defensive) or Envenom (Defensive)
    • [11-14] = Holy Blessing or Life Mending
    • [15-17] = Flame Thorns or Frost Thorns
    • [18-20] = Flame Aura or Frost Aura
       
  • Light Armor
    • [1-4] = Antifreeze or Fireproof
    • [5-8] = Bloodclot or Paralytic Immunity
    • [9-12] = Vampiric (Defensive) or Envenom (Defensive)
    • [13-16] = Holy Blessing or Life Mending
    • [17-20] = Flame Aura or Frost Aura
       
  • Shields
    • [1-4] = Antifreeze or Fireproof
    • [5-8] = Bloodclot or Paralytic Immunity
    • [9-12] = Flame Thorns or Frost Thorns
    • [13-16] = Holy Blessing or Paralytic Venom (Defensive)
    • [17-20] = Flame Aura or Frost Aura
       
  • Trinkets
    • [1-6] = Antifreeze or Fireproof
    • [7-13] = Bloodclot or Paralytic Immunity
    • [14-20] = Life Mending
       
  • Consumables*

 

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Returning to her shop, she would unlock the door, noticing the place covered in dust. Coughing and waving her hand at the musky air, she would flick on a light, luckily not instantly causing a fire from failed lighting. She had recieved a <<Easter Bunny's Favor>> to be able to enhance her Weapon, Nato's Might. If she got lucky, she could increase its capabilites ten fold. With Phase, it would annihlate. A slot of Fallen would help tremendously, Paralytic Venom would help a lot, not as much as the others. Even Freeze would do something. There was only one way to find out. She placed Nato's Might on the table and then held the Favor over it. "Here goes nothing" she would mutter. 

144073 LD:13 -> Changed DMG Slot to Vampiric on <<Nato's Might>>

 

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