Spaceballs: The Roleplay. ....No, wait, that's not right.... |
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| Quests & Items | |
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Bagel Totally not a Waffle
Posts : 76 Join date : 2010-12-10 Age : 34
| Subject: Quests & Items 10/12/2010, 11:41 pm | |
| Here is where I will list all the Quests available to take, and all the items available for purchase. This will be updated frequently! AVAILABLE QUESTS:To take a quest, post the one you want in the OOC and wait for confirmation. Quests are first-come, first-serve! Greyed-out quests are taken. Remember, there is no actual need to be on a Quest; you can simply wander the countryside if you wish. Alternatively, applying for a job in an army can gain you special Quests not listed here, though you will not be able to select which ones you take. - Quote :
- Basement of the Inn
In the basement of the Luxor inn, a whole pack of Arachmantulas, large spiders with venomous claws, has made a nest. If the Innkeeper wishes to stay in business, you must take care of them. Speak to him for further details.
Delivery Service A merchant in Luxor has been extremely busy and has far too many orders to deliver. You are to offer your services and deliver his goods for him.
His Kingdom for a Horse In an act of undisputed stupidity, a Gaziaran noble is trading his entire estate for a single horse! What horse could possibly be so valuable? Make haste to Dellamar to find out as much as you can about this ridiculous trade.
Morris’s Mug Joseph Morris, a famous gambler of Luxor, has lost his "lucky mug" in a game of chance. Now, he keeps striking out. Either find his mug or do something about his gambling problem. Speak to him at the casino for further details.
The Mines (Amber) A miner in Graw was recently laid off, and the mine shut down. However, he left a letter from his deceased wife somewhere in the depths. Too afraid to retrieve it himself, he requests the help of another to accompany him into the unsafe mines. Meet him in Graw's Inn to offer him your aid.
A Day in the Life (Wade) Mercenaries are looking for another member or two to help purge the bandits plaguing the trade routes of Ambersol. Their leader waits in the Lorell Inn.
Roundup A band of fugitives have escaped from jail and have been running around Gaziara, causing all sorts of trouble. However, one of the men has given himself up, and has valuable info on where to find the rest. General Waring has put out a bulletin for a mercenary to help. Speak to him in his Dellamar office.
Runaway A young boy has run away from his home in Delios, for reasons unknown. All he left behind was a note to his mother, who is worried sick. Speak to his mother to find out where her son may be.
Judgment Day “Talon” Ardelmoor, the lovable Orbmaker of Luxor, has recently been called to court for a crime he swears he didn’t do. Your job is to represent him in his trial and follow clues and evidence to prove him not-guilty. You can find him at the courthouse in Luxor.
Taming the Beast The Trinity Islands, east of Gaziara, are a great source of wyverns. The owner of the stables in Dellamar needs some new mounts, but the trappers she hired are short a member. Offer your services and you may find it worth your while.
Undelivered Shipment The Chef of The Silver Fork, one of the most famous restaurants in Cyrus, recently lost a shipment of food along the path from Delios. Find the shipment and bring it back.
Pure Compensation (DYVILTSI) Two brothers, born from a noble family, are having a dispute over who should inherit the family land. Bring the situation closure in any way you see fit. Speak to either brother in Klint to begin the quest.
Purging the Darkness (COJISTO) A once-lovely forest near Lorell at one time supported many different types of life. Recently, however, the forest has suddenly started to wither and die, and the wildlife is disappearing. You are to find out what is causing this.
Bad Medicine A quack doctor in Dankron has been prescribing herbal medicines that only make the user contract a deadlier disease. Now, King Bibyl faces an epidemic, unless someone can find a cure. Hurry, before half the population of Palmira is gone!
Scouting Mission A group of researchers from Cyrus are looking for a bodyguard for a scouting mission on a small island in the Conterion Sea. Speak with them at the Cyrus port to offer your services.
Highway Robbery A delivery boy was recently attacked just outside of Luxor by a group of leather-clad, mask-wearing men, and his package stolen. Find the fiends responsible for this and bring them to justice!
Last edited by Bagel on 11/4/2012, 11:43 am; edited 20 times in total | |
| | | Bagel Totally not a Waffle
Posts : 76 Join date : 2010-12-10 Age : 34
| Subject: Re: Quests & Items 11/12/2010, 3:02 pm | |
| WEAPONS:Note: These lists are horribly incomplete. As players obtain more gold and are therefore able to purchase better weapons, those weapons will be added. At that point, you will start to see more variation among the different weapon types. (Yes, it's mainly just because I'm lazy and don't want to do them all right now. What of it? >.> )SWORDS Wooden Stick (*) - ATK0; 50 Uses; 0 Orb; 200G; Useless, cannot be repaired, though it allows you to attack.Knife (*) - ATK2; 10 Uses; 0 Orb; 300G Slim Sword (*) - ATK1; 20 Uses; 1 Orb; 500G; +2 SPDIron Sword (*) - ATK2; 30 Uses; 2 Orb; 750G Iron Blade (*) - ATK3; 30 Uses; 1 Orb; 800G; -1 SPDPoison Sword (*) - ATK1; 20 Uses; 1 Orb; 850G; 25% chance of poisoning opponent.Steel Sword (*) - ATK4; 35 Uses; 2 Orb; 1000G LANCES Wooden Stick (*) - ATK0; 50 Uses; 0 Orb; 200G; Useless, cannot be repaired, though it allows you to attack.Pole (*) - ATK2; 10 Uses; 0 Orb; 300G Slim Lance (*) - ATK1; 20 Uses; 1 Orb; 500G; +2 SPDQuarterstaff (*) - ATK1; 40 Uses; 1 Orb; 600G; Boosts spellcasting ability.Iron Lance (*) - ATK2; 30 Uses; 2 Orb; 750G Iron Pike (*) - ATK3; 30 Uses; 1 Orb; 800G; -1 SPDPoison Lance (*) - ATK1; 20 Uses; 1 Orb; 850G; 25% chance of poisoning opponent.Steel Lance (*) - ATK4; 35 Uses; 2 Orb; 1000G AXES Wooden Stick (*) - ATK0; 50 Uses; 0 Orb; 200G; Useless, cannot be repaired, though it allows you to attack.Hatchet (*) - ATK2; 10 Uses; 0 Orb; 300G Slim Axe (*) - ATK1; 20 Uses; 1 Orb; 500G; +2 SPDIron Axe (*) - ATK2; 30 Uses; 2 Orb; 750G Iron Hammer (*) - ATK3; 30 Uses; 1 Orb; 800G; -1 SPDBroad Axe (*) - ATK3; 25 Uses; 2 Orb; 850G; +5% chance to hit.Poison Axe (*) - ATK1; 20 Uses; 1 Orb; 850G; 25% chance of poisoning opponent.Steel Axe (*) - ATK4; 35 Uses; 2 Orb; 1000G BOWS Slingshot (*) - ATK0; 50 Uses; 0 Orb; 200G; Useless, cannot be repaired, though it allows you to attack.Whip Bow (*) - ATK2; 10 Uses; 0 Orb; 300G Slim Bow (*) - ATK1; 20 Uses; 1 Orb; 500G; +2 SPDIron Bow (*) - ATK2; 30 Uses; 2 Orb; 750G Iron Crossbow (*) - ATK3; 30 Uses; 1 Orb; 800G; -1 SPDPoison Bow (*) - ATK1; 20 Uses; 1 Orb; 850G; 25% chance of poisoning opponent.Steel Bow (*) - ATK4; 35 Uses; 2 Orb; 1000G KNUCKLES Mittens (*) - ATK0; 50 Uses; 0 Orb; 200G; Useless, cannot be repaired, though it allows you to attack.Boxing Gloves (*) - ATK2; 10 Uses; 0 Orb; 300G Riding Gloves (*) - ATK1; 20 Uses; 1 Orb; 500G; +2 SPDIron Knuckles (*) - ATK2; 30 Uses; 2 Orb; 750G Iron Claws (*) - ATK3; 30 Uses; 1 Orb; 800G; -1 SPDPoison Knuckles (*) - ATK1; 20 Uses; 1 Orb; 850G; 25% chance of poisoning opponent.Steel Knuckles (*) - ATK4; 35 Uses; 2 Orb; 1000G
Last edited by Bagel on 15/1/2011, 5:12 pm; edited 3 times in total | |
| | | Bagel Totally not a Waffle
Posts : 76 Join date : 2010-12-10 Age : 34
| Subject: Re: Quests & Items 12/12/2010, 12:39 am | |
| ITEMS: As with all lists in this section, more and more items shall be added here as the game progresses.
Herb Extract - 3 Uses; 250G; +5 HP. Herb - 3 Uses; 500G; +10 HP Sherryberry Extract - 3 uses; 500G; +10 MP Concentrated Herb - 3 Uses; 750G; +15 HP Medicine - 5 Uses; 750G; Heals any status ailment. Tonic of [Attribute] - 1 Use; 800G; Boosts specified attribute for one battle. Sherryberry - 3 Uses; 1000G; +20 MP Sacred Ash - 3 Uses; 1250G; Revives a fallen ally with 25% of their max HP. Tangleweed Extract - 1 Use; 1500G; If you are KO'd, automatically revives you with 10% your max HP.
ORBS: All weapons have a certain number of Orb Slots, which allow you to attach Orbs to them. These Orbs boost the weapon's stats, but affect only the weapon they are equipped to, and cannot be changed to a different weapon once equipped.
Fire Orb - 500G; +2 ATK; adds Fire element to attacks. Air Orb - 500G; +2 ATK; adds Air element to attacks. Water Orb - 500G; +2 ATK; adds Water element to attacks. Earth Orb - 500G; +2 ATK; adds Earth element to attacks. Metal Orb - 500G; +2 ATK; adds Metal element to attacks. Cascade Orb - 500G; Lowers all enemies’ STR by 1. Cure Orb - 600G; Heals 4 HP when death is imminent; once per battle. Unstackable. Poison Orb - 700G; Adds 10% chance of poison. Orb of Initiative - 1000G; Always attack first. Progression Orb - 1200G; Gives 25% more EXP. Unstackable. Venom Orb - 1200G; Adds 15% chance of poison. Orb of Strength - 1650G; +5 STR, -1 SKL. Orb of Shielding - 1650G; +5 DEF, -1 STR. Orb of Dexterity - 1650G; +5 SKL, -1 MAG. Orb of Swiftness - 1650G; +5 SPD, -1 RES. Orb of Spellcasting - 1650G; +5 MAG, -1 DEF. Orb of Fortitude - 1650G; +5 RES, -1 SPD.
EQUIPMENT: Equipment is generally rare, and the chances of buying any are rarer still. Most of the time, you will encounter Equipment on Quests, and it shall then be added to this list.
N/A
Last edited by Bagel on 7/4/2012, 12:00 am; edited 5 times in total | |
| | | Bagel Totally not a Waffle
Posts : 76 Join date : 2010-12-10 Age : 34
| Subject: Re: Quests & Items 12/12/2010, 1:07 am | |
| SPELLS:
KEY: Name (Proficiency) - Base cost (+Level Cost); Description. Mana cost.
(When buying a new spell, you must start at Lv.1. Whether learning or upgrading a spell, you pay the base cost plus the amount in parentheses times the level you're learning. So if a spell costs "250G (+50 per level)" that means that Lv.1 will cost 300, Lv.2 will cost 350, Lv.3 will cost 400, etc. In addition to the Proficiency and Element requirements for all spells, you must already know Lv.1 in a spell to purchase Lv.2, and so on.)
WATER: Douse (*) - 300G (+50G per level); Makes a small amount of water appear. Cost 1. Disorient (*) - 350G (+100G per level); Causes target to become temporarily disoriented. Cost 2. Frost (*) - 400G (+50G per level); Turns liquid to ice. Cost 3. Freeze (**) - 400G (+100G per level); Temporarily stops target in place. Cost 4. Deluge (**) - 400G (+100G per level); Deals Water damage to target. Cost 4. Replenish (**) - 450G (+150G per level); Restores some MP to target. Cost 5. Alleviate (***) - 500G (+100G per level); Cures target of any abnormal status problems. Cost 5. Drain (***) - 600G (+100G per level); Reduces target’s MP. Cost 6. Unlock (***) - 700G (+50G per level); Unlocks most doors. Cost 5. Disarm (****) - 700G (+200G per level); Knocks weapon out of target’s hand. Cost 8. Silence (****) - 800G (+200G per level); Target is temporarily incapable of making noise, including through movement or speech. Cost 10. Shadow (*****) - 800G (+200G per level); Target becomes temporarily invisible. Cost 12. Brainwash (*****) - 850G (+350G per level); Temporarily causes target to fight at your side. Cost 16.
FIRE: Torch (*) - 250G (+50G per level); Illuminates an area. Cost 1. Furor (*) - 400G (+100G per level); Increases target’s strength. Cost 2. Temper (*) - 400G (+100G per level); Reduces target’s defenses. Cost 3. Blaze (**) - 400G (+100G per level); Deals Fire damage to target. Cost 4. Broil (**) - 350G (+200G per level); Causes target surface or object to become red-hot. Cost 4. Burn (**) - 400G (+150G per level); Causes target to periodically take damage over a span of time. Cost 6. Berserk (***) - 500G (+100G per level); Sends target into a rage. Cost 5. Cognizance (***) - 600G (+50G per level); Allows caster to locate all living creatures nearby. Cost 8. Incite (***) - 600G (+150G per level); Sacrifices caster’s HP to increase target’s stats. Cost 7. Fate (****) - 500G (+250G per level); Temporarily boosts target’s luck. Cost 10. Incendiary (****) - 700G (+100G per level); Sets target flammable object on fire. Cost 8. Scorch (*****) - 800G (+200G per level); Causes extreme heat in a concentrated area. Cost 12. Smelt (*****) - 750G (+350G per level); Reforges target metal object into a new shape. Cost 16.
AIR: Serenity (*) - 200G (+100G per level); Temporarily calms target. Cost 1. Awareness (*) - 300G (+50G per level); Sharpens a target’s senses and perception. Cost 2. Glide (*) - 200G (+200G per level); Slides target object in a single direction. Cost 3. Zephyr (**) - 400G (+100G per level); Deals Wind damage to target. Cost 4. Gust (**) - 300G (+200G per level); Creates a sharp burst of wind directed at target. Cost 5. Fog (**) - 450G (+150G per level); Obscures the area around caster in a dense fog. Cost 4. Gravity (***) - 400G (+200G per level); Reduces the gravity in a small area around target. Cost 6. Freeze (***) - 500G (+150G per level); Temporarily stops target in place. Cost 6. Barrier (***) - 500G (+200G per level); Creates an invisible, impenetrable barrier. Cost 8. Sandstorm (****) - 600G (+200G per level); Whips sand into target’s face. Cost 8. Silence (****) - 750G (+150G per level); Target is temporarily incapable of making noise, including through movement or speech. Cost 10. Float (*****) - 900G (+200G per level); Causes target to hover for a few seconds. Cost 12. Telekinesis (*****) - 900G (+300G per level); Controls target object. Cost 16.
EARTH: Solidify (*) - (200G. (+100G per level); Raises target’s defenses. Cost 1. Homunculus (*) - 300G (+100G per level); Creates an immobile replica of caster. Cost 3. Camouflage (*) - 350G (+100G per level); Target becomes partially invisible for as long as it remains stationary. Cost 2. Hinder (**) - 350G (+100G per level); Reduces target’s speed and agility. Cost 6. Terra (**) - 400G (+100G per level); Deals Earth damage to target. Cost 4. Temper (**) - 300G (+200G per level); Reduces target’s defenses. Cost 5. Choke (***) - 450G (+150G per level); Renders target temporarily unable to speak. Cost 8. Splinter (***) - 350G (+250G per level); Causes target breakable object to shatter. Cost 6. Sandstorm (***) - 500G (+200G per level); Whips sand into target’s face. Cost 7. Wall (****) - 600G (+200G per level); Creates a solid wall of earth in front of caster. Cost 8. Sleep (****) - 700G (+150G per level); Puts target to sleep. Cost 10. Tremor (*****) - 800G (+200G per level); Violently shakes the ground in a concentrated area. Cost 12. Petrify (*****) - 800G (+400G per level); Turns target to stone. Cost 16.
METAL: Inspire (*) - 250G (+50G per level); Instills target with confidence. Cost 1. Magnetism (*) - 200G (+100G per level); Pulls metal or magnetic object towards caster. Cost 3. Flash (*) - 350G (+100G per level); Creates a quick, blinding flash of light. Cost 2. Buzz (**) - 300G (+150G per level); Causes a high-pitched hum in target’s ears, rendering them temporarily unable to hear. Cost 4. Blade (**) - 400G (+100G per level); Deals Metal damage to target. Cost 4. Unlock (**) - 450G (+150G per level); Unlocks most doors. Cost 5. Decoy (***) - 550G (+100G per level); Causes target to become the focus of most spells and attacks. Cost 7. Splinter (***) - 400G (+200G per level); Causes target breakable object to shatter. Cost 8. Disarm (***) - 500G (+150G per level); Knocks weapon or object out of target’s hand. Cost 8. Sonic (****) - 600G (+200G per level); Causes a small sonic boom emanating from caster. Cost 8. Mend (****) - 600G (+250G per level); Restores some uses to target weapon. Cost 10. Protect (*****) - 800G (+250G per level); All damage directed at nearby target is dealt to caster instead. Cost 12. Smelt (*****) - 750G (+350G per level); Reforges target metal object into a new shape. Cost 16.
LIGHT: Torch (*) - 250G (+50G per level); Illuminates an area. Cost 1. Disorient (*) - 300G (+50G per level); Causes target to become temporarily disoriented. Cost 2. Flash (*) - 300G (+100G per level); Creates a quick, blinding flash of light. Cost 3. Charge (**) - 250G (+150G per level); Increases target’s magical power and chance of success on their next spell. Cost 5. Reflex (**) - 400G (+100G per level); Increases target’s speed and agility. Cost 3. Minimize (**) - 350G (+150G per level); Shrinks target object. Cost 5. Ameliorate (***) - 400G (+200G per level); Restores some HP to target. Cost 7. Alleviate (***) - 500G (+150G per level); Cures target of any abnormal status problems. Cost 5. Blind (***) - 500G (+200G per level); Renders target temporarily unable to see. Cost 6. Drain (****) - 550G (+200G per level); Reduces target’s MP. Cost 8. Fate (****) - 650G (+250G per level); Temporarily boosts target’s luck. Cost 10. Rejuvenate (*****) - 700G (+300G per level); Restores target’s HP, MP, and cures abnormal statuses. Cost 12. Mirror (*****) - 850G (+350G per level); Causes any spell cast at target to hit another target instead. Cost 16.
DARK: Deluminate (*) - 250G (+50G per level); Darkens an area. Cost 1. Ocular (*) - 300G (+50G per level); Allows caster to temporarily see in the dark. Cost 3. Furor (*) - 400G (+100G per level); Increases target’s strength. Cost 2. Persuasion (**) - 400G (+100G per level); Convinces target that caster is speaking truthfully. Cost 6. Break (**) - 450G (+150G per level); Lowers target’s stats. Cost 5. Fog (**) - 500G (+150G per level); Obscures the area around caster in a dense fog. Cost 5. Intoxicate (***) - 450G (+200G per level); Creates a false state of drunkenness in target. Cost 8. Decoy (***) - 500G (+250G per level); Causes target to become the focus of most spells and attacks. Cost 7. Choke (***) - 550G (+250G per level); Renders target temporarily unable to speak. Cost 8. Torment (****) - 700G (+200G per level); Causes target to go temporarily insane. Cost 8. Sap (****) - 650G (+250G per level); Drains the life force of target, healing caster. Cost 10. Infect (*****) - 550G (+350G per level); Causes target to become violently sick. Cost 12. Shadow (*****) - 800G (+300G per level); Target becomes temporarily invisible. Cost 16.
CHI: Serenity (*) - 200G (+100G per level); Temporarily calms target. Cost 1. Inspire (*) - 250G (+100G per level); Instills target with confidence. Cost 2. Focus (*) - 300G (+100G per level); Increases target’s accuracy. Cost 3. Invigorate (**) - 200G (+200G per level); Increases target’s physical and mental capabilities. Cost 4. Cognizance (**) - 300G (+200G per level); Allows caster to locate all living creatures nearby. Cost 6. Replenish (**) - 450G (+150G per level); Restores some MP to target. Cost 5. Alleviate (***) - 400G (+200G per level); Cures target of any abnormal status problems. Cost 5. Ameliorate (***) - 350G (+250G per level); Restores some HP to target. Cost 7. Sleep (***) - 500G (+200G per level); Puts target to sleep. Cost 8. Haste (****) - 450G (+300G per level); Temporarily speeds up target’s actions. Cost 8. Mirage (****) - 650G (+200G per level); Causes two doppelgangers of caster to appear. Cost 10. Suspend (*****) - 750G (+250G per level); Slows time to a crawl. Cost 12. Puppet (*****) - 800G (+400G per level); Allows caster to temporarily control target’s movements and actions. Cost 16.
THUNDER: Torch (*) - 250G (+50G per level); Illuminates an area. Cost 1. Glide (*) - 200G (+200G per level); Slides object in a single direction. Cost 3. Furor (*) - 400G (+100G per level); Increases target’s strength. Cost 2. Daze (**) - 400G (+150G per level); Reduces target’s magical power and chance of success on their next spell. Cost 5. Electrify (**) - 350G (+200G per level); Causes surface or object to become temporarily electrified. Cost 5. Commit (**) - 400G (+200G per level); Transfers some HP from caster to target. Cost 4. Charge (***) - 450G (+200G per level); Increases target’s magical power and chance of success on their next spell. Cost 7. Static (***) - 500G (+200G per level); Electrifies the air around target, causing anything attacking target to take damage. Cost 7. Sonic (***) - 450G (+250G per level); Causes a small sonic boom emanating from caster. Cost 8. Paralysis (****) - 550G (+250G per level); Renders target temporarily immobile. Cost 10. Torment (****) - 700G (+200G per level); Causes target to go temporarily insane. Cost 8. Storm (*****) - 600G (+300G per level); Summons a lightning bolt in target area. Cost 12. Purgatory (*****) - 800G (+400G per level); Drains target’s stats to increase caster’s. Cost 16.
PLANT: Awareness (*) - 300G (+50G per level); Sharpens a target’s senses and perception. Cost 2. Growth (*) - 200G (+150G per level); Causes target object to increase in size. Cost 1. Solidify (*) - 300G (+100G per level); Raises target’s defenses. Cost 3. Hinder (**) - 300G (+150G per level); Reduces target’s speed and agility. Cost 5. Ingrain (**) - 300G (+200G per level); Restores a small amount of HP, but causes target to become immobile for a short time. Cost 6. Replenish (**) - 350G (+200G per level); Restores some MP to target. Cost 5. Alleviate (***) - 450G (+150G per level); Cures target of any abnormal status problems. Cost 5. Intoxicate (***) - 450G (+200G per level); Creates a false state of drunkenness in target. Cost 7. Toxify (***) - 500G (+250G per level); Poisons target. Cost 8. Overgrow (****) - 500G (+300G per level); Causes an area to become severely overgrown and impassable. Cost 10. Drain (****) - 650G (+200G per level); Reduces target’s MP. Cost 8. Infect (*****) - 650G (+250G per level); Causes target to become violently sick. Cost 12. Synthesis (*****) - 800G (+300G per level); Restores a small amount target’s HP and MP, and increases target’s stats. Cost 16. | |
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