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Page name: Expendables [Logged in view] [RSS]
2007-12-09 18:17:02
Last author: Adaman
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Expendables





<img200*0:http://elftown.eu/img/drawing/48479_1105201955.jpg>




<img:stuff/RoL10Arrows.png>
10 Arrows
Cost - 10 GP
Weight - 1

<img:stuff/RoL10PoisonedArrows.png>
10 Poisoned Arrows
50% chance of poisoning.
Cost - 20 GP
Weight - 1

<img:stuff/RoL10SerratedArrows.png>
10 Serrated Arrows
1 damage every turn until removed.
Cost - 50 GP
Weight - 1

<img:stuff/RoL10FlammableArrows.png>
10 Flammable Arrows
Can be ignited, 2 fire damage every turn until removed.
Cost - 100 GP
Weight - 1

<img:stuff/RoL10SheerArrows.png>
10 Sheer Arrows
Deal yellow elemental damage.
Cost - 30 GP
Weight - 1

<img:stuff/RoL10BoltArrows.png>
10 Bolt Arrows
Deal yellow elemental damage, 50% chance of stunning for d4 turns.
Cost - 80 GP
Weight - 1

10 Bolts
Cost - 10 GP
Weight - 1

20 Lead Bullets
Cost - 10 GP
Weight - 2

5 Packs of Gunpowder
Cost - 10 GP
Weight - .5

Lesser Healing Potion
Effect - Restores 25% of a character's HP
Cost - 30 GP
Weight - .5

Healing Potion
Effect - Restores 50% of a character's HP
Cost - 60 GP
Weight - 1

Lesser Magic Potion
Effect - Restores 25% of a character's MP
Cost - 30 GP
Weight - .5

Magic Potion
Effect - Restores 50% of a character's MP
Cost - 60 GP
Weight - 1

Poison Vial
Effect - When thrown at an anemy in may poison it, dealing d4 damage every turn.
Cost - 50 GP
Weight - .5

Antidote
Effect - Heals Poison
Cost - 50 GP
Weight - .5

De-paralyze Potion
Efect - Cures Paralysis
Cost - 50 GP
Weight - .5

Clear Sight Potion
Effect - Cures Blindness
Cost - 50 GP
Weight - .5

Restoration Potion
Effect - Heals any status damage.
Cost - 150 GP
Weight - 1

Panacea
Effect - Heals any status damage and restores 50% of HP.
Cost - 300 GP
Weight - 1

Truth Serum
Effect - If someone drinks the truth serum, he/she has a -10 to bluff and intimidate for the next 24 hours.
Cost - 100 GP
Weight - 1

Rations
Effect - Dried food for the road.
Cost - 5 GP
Weight - 1

Oil Vial
Effect - Highly Flammable, can be used to make torches or fuel lamps.
Cost - 15 GP
Weight - .5

Ink Vial
Effect - Can be used to blind an enemy or to write
Cost - 15 GP
Weight - .5

Acid Vial
Effect - A corrosive acid in a special container is able to eat through wood and armor in order to reach soft flesh.
Cost - 45 GP
Weight - 1

Diseased Vial
Effect - A vial carrying long standing airborne bacteria. It seems empty to the naked eye, but once it is shattered, it is better to escape quickly from it.
Cost - 60 GP
Weight - 1

Parchment
Effect - Used to write on
Cost - 1 GP
Weight - 0

Aloe Vera Plant
Effect - After eating it, wards off any negative status done to you (one time only)
Cost - 80 GP
Weight - 0

'Awa Plant
Effect - When crushed and mixed with food or drink, can cause the devourer to fall asleep
Cost - 50 GP
Weight - 0

'Awapuhi Plant
Effect - Restores 25% of a character's HP and MP if consumed
Cost - 60 GP
Weight - 0

Coriander Plant
Effect - Restores 75% of a character's HP and MP if consumed
Cost - 180 GP
Weight - 0

Kalo Plant
Effect - Restores 50% of a character's HP and MP if consumed
Cost - 120 GP
Weight - 0

Recalling Pendant
Effect - If a character carrying one of these dies or falls unconcious, the pendant will shatter and teleport the character back to the place where the pendant was purchased. (RoLA Only!)
Cost - 25 GP
Weight - 0






Miscellaneous Items







Bedroll Sack
Used for sleeping
Cost - 20 GP
Weight - 5

Waterskin
Used to store water
Cost - 10 GP
Weight - 2

Rope
Used to tie people and/or things up.
Cost - 10 GP
Weight - 2

Torch
Used to light a dark area
Cost - 5 GP
Weight - 3

Rope Ladder
Useful when in need of climbing up to higher places.
Cost - 30 GP
Weight - 5

Sewing Kit
Can repair tampered clothing items and create new ones from different materials.
Cost - 20 GP
Weight - 1

First Aid Kit
Increases the effectiveness of the Heal skill
Cost - 20 GP
Weight - 3

Drums
Instrument required to play bard songs
Perform (Musical) + 1
Cost - 25 GP
Weight - 4

Flute/Occarina/Trumpet
Instrument required to play bard songs
Perform (Musical) + 2
Cost - 50 GP
Weight - 2/1/3

Guitar/Lute
Instrument required to play bard songs
Perform (Musical) + 3
Cost - 75 GP
Weight - 5/4

Violin/Harp
Instrument required to play bard sonfs
Perform (Musical) + 4
Cost - 100 GP
Weight - 3

Lock
Simple lock with its respective key
Cost - 10 GP
Weight - 1

Makeup
Make-up, usually for women but also used by male actors.
Perform (Theatrical) + 2
+ 1 to dancer effectiveness (LP only)
Cost - 50 GP
Weight - 1

Painting Brushes
Brushes used to write or paint
+ 1 to performer effectiveness (LP only)
Cost - 25 GP
Weight - 1

Lamp
Used to light a dark area
Cost - 25 GP
Weight - 2

Net
Can be used for fishing or entangling opponents
Cost - 30 GP
Weight - 3

Tent
Provides sleeping space for 3 people
Cost - 50 GP
Weight - 7

Thief Tools
Required to pick locks.
Cost - 30 GP
Weight - 2

Spyglass
Allows you to see farther away.
Cost - 25 GP
Weight - 2

Ramrod
Used in muskets and hand-cannons.
Cost - 5 GP
Weight - 2






Gems







Diopside
A mineral which ranges in colour from white, deep green, to almost black.
Cost - 7 GP
Weight - 0

Moss Agate
White stone with dark green and golden lines.
Cost - 9 GP
Weight - 0

Fire Agate
Layered stone with the colors of fire.
Cost - 10 GP
Weight - 0

White Opal
White Opals are of a rosy tone, with white mottling.
Grafting -
Weapon - Deals +1 White Magic Damage
Armor - Receives - 1 Black Magic Damage
Cost- 30 GP
Weight - 0

Black Opal
Black Opal has a greenish hue with black mottling and gold flecks.
Grafting -
Weapon - Deals +1 Black Magic Damage
Armor - Receives - 1 White Magic Damage
Cost - 30 GP
Weight - 0



Pearl
Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other irritant inside oysters and other mullusks. Most of the pearls are white.
Grafting -
Weapon - Deals Blue Magic Damage
Armor - +10% Damage to Blue Magic Spells.
Cost- 50 GP
Weight - 0

Topaz
Translucent yellow stone
Weapon - Deals Yellow Magic Damage
Armor - +10% Damage to Yellow Magic Spells.
Cost - 50 GP
Weight - 0

Turquoise
Opaque aqua stone
Weapon - Deals Green Magic Damage
Armor - +10% Damage to Green Magic Spells.
Cost - 50 GP
Weight - 0

Amethyst
Violet colored stone.
Weapon - Deals Red Magic Damage
Armor - +10% Damage to Red Magic Spells.
Cost - 50 GP
Weight - 0

Diamond
Hard clear gem which can be clear blue-white, yellow or pink. The hardest of all gemstones, and among the most valuable.
Weapon - +1 Atk & Def
Armor - +1 Def & Cha
Cost - 100 GP
Weight - 0

Emerald
Brilliant green beryl
Weapon - Deals +1 Green Magic Damage
Armor - Receives - 1 Yellow Magic Damage
Cost - 25 GP
Weight - 0

Sapphire
Transluscent blue gem.
Weapon - Deals +1 Blue Magic Damage
Armor - Receives - 1 Yellow Magic Damage
Cost - 25 GP
Weight - 0

Peridot
Green gemstone. Its color varies from yellow-green to olive to brownish green.
Weapon - Deals +1 Yellow Magic Damage
Armor - Receives - 1 Green Magic Damage
Cost - 25 GP
Weight - 0

Ruby
Deep red stone.
Weapon - Deals +1 Red Magic Damage
Armor - Receives - 1 Blue Magic Damage
Cost - 25 GP
Weight - 0

Obsidian
A usually black or banded, hard volcanic glass that displays shiny, curved surfaces
Weapon - +2 Atk, -2 Def
Armor - +2 Mag, -2 Def
Cost - 50 GP
Weight - 0




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2007-12-27 [Lepellier]: Well...like 85% of the time, they're red and blue...but I'm just saying.

2007-12-27 [Duredhel]: *struggles to see how the color of the potions is relevant to the game.*

2007-12-27 [Lepellier]: 2007-12-24 Adaman: I prefer potions that are either generic to all genres or unique, basing them off Dungeons and Dragons is a bad way to go. I was talking about generics...

2007-12-27 [Duredhel]: Probably, but I think the focus of what Adaman said was this - "basing them off Dungeons and Dragons is a bad way to go" Now if the discussion is not gonna be on-topic (topic at hand being the creation of new potions for RoL) I'd rather it be cut short.

2007-12-27 [Grengo]: Why not some stat-raising potions? They'd be useful, understandable for a fantasy setting, and would come in neat little bottles.

2007-12-27 [Adaman]: Potion of "Stat" would work better for names, would it not? by no means set in stone.

2007-12-27 [Lepellier]: Agreed. I liked that idea. I guess I just used the DnD idea because that's what's set into my mind, but a Potion of Strength or Potion of Charisma, something like that was what I was actually trying to talk about.

2007-12-27 [Adaman]: Love potion seems to work for the charisma one though, but it's kind of reversed in that sense. I don't see a love potion increasing the user's charisma, but rather reducing anyone's resistance effected by that potion to that user's charisma. If that makes any sense. Might need to put a disclaimer that it does not work in conjunction with skills like smite though.

2007-12-27 [Lepellier]: I could see it being used to reduce another person's charisma, kinda like the tempt spell.

2007-12-27 [Adaman]: If it were made, it would work exactly like the tempt spell or close enough to it. The only problem is a practical application mid battle... I don't know if we could allow zombies or kwall to be seduced. However, in Lemire is the possibility for hybrids.

2007-12-27 [Lepellier]: I figure as long as the creature is sentient, they can fall in love if their mind is tricked enough, such as by the potion, so I figure it would work on any creature...

2007-12-27 [Sturmi]: eh, I don't think that sort of love potion would be used much on battle, since you first have to trick the target to drink it! It would work better for trying to get extra discounts from merchants or things like that

2007-12-27 [Duredhel]: Undead, Constructs, Plants, etc, are immune to most mind altering states, also, only younger races can produce hybrid offspring amongst each other.

2007-12-27 [Lepellier]: well, there's a good answer for what a 'love potion' couldn't effect. ^_^

2007-12-27 [Adaman]: I don't imagine they have to drink it, bashing a bottle of love potion over another person's head would be the beginning of an interesting foreplay.

2007-12-27 [Lepellier]: yes, yes it would. But yeah, I could imagine you could splash a bottle on something and have it take effects.

2007-12-27 [Silverbullet]: The effects could be greater if the target actually drank it, though..

2007-12-27 [Lepellier]: maybe half the effects for a potion that was splashed on something, compared to it actually drinking it.

2007-12-27 [Sturmi]: hahah... well then, we've got stat-rising and stat-reducing potions suggestions. That would make 12 potions if there's going to be one for each stat.

2007-12-27 [Adaman]: Potion of weakness and decay for strength and constitution, respectively.

2007-12-27 [Grengo]: A trade-off potion would work well too, so that there wouldn't have to be so many potions altogether. A potion that raises strength for a limited time but reduces intelligence, maybe, or one that raises dex but lowers con.

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