Fight: A fight against an opponent. Can be a duel or team battles.
Training: Fight against monsters or students at random. Gives exp in exchange for gold. There are several levels of training.
Shops: Several shops. Sells items,weapons, armor, accessories, and magical items.
Library:A library where you can study or search for something. Fighter index can be found here.
Lounge: A large lounge where students relax and socialize on their free time.
Dungeon: Explore an old dungeon located near the academy.
Story: A personal story for your character.
More options may be added later.
[ February 19, 2004, 09:38 PM: Message edited by: KirbyBoy2000 ]
Battle Academy Lobby
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
Weapon Shop
Crappy Wooden Sword: 50 base damage, 60% accuracy. 10 gp.
Short Sword: 150 base damage, 80% accuracy. 50 gp.
Long Sword: 220 base damage, 80% accuracy. 100 gp.
Sharpened Sword: 200 base damage, 80% accuracy. ignores 50 armor +10% of armor defense. 200gp.
Glass Sword: 500 base damage, 90% accuracy. 250 gp. Breaks after attacking.
Walking Stick: 100 base damage, 80% accuracy. 40gp.
Staff: 120 base damage, +50 magic damage. 80% accuracy. 80gp.
Apprentice Staff: 120 base damage, +100 magic damage. 80% accuracy. 200gp.
Ironshod Staff: 200 base damage, +50 magic damage. 85% accuracy. 200gp.
Wooden Rod: 50 base damage, +50 magic damage. 75% accuracy.
Magic Rod: 80 base damage, +100 magic damage. 75% accuracy.
Mystic Rod: 100 base damage, +150 magic damage. 75% accuracy.
Iron Rod: 180 base damage, +80 magic damage. 80% accuracy.
Short Spear: 140 base damage, 85% accuracy. 50gp.
Spear: 200 base damage, 85% accuracy. 100gp.
Thin Spear: 150 base damage, 90% accuracy. Ignores 50 Armor, and 10% armor defense. 200gp.
Javelin: 250 base damage, 85% accuracy. Can be thrown for (+50 damage x2). 200gp.
Short Bow: +25 arrow damage. Shoots twice. 85% accuracy. 30gp.
Long Bow: +50 arrow damage. Shoots twice. 90% accuracy. 80gp.
Lt. Crossbow:Ignores 50 Armor + 10% armor defense. Shoots bolts. 85% accuracy. 50gp.
Crossbow:Ignores 50 Armor + 20% armor defense. Shoots bolts. 85% accuracy. 100gp.
Sml. Iron Axe: 180 base damage, 75% accuracy. 50gp.
Iron Axe: 260 base damage, 70% accuracy. 100gp.
Hvy. Iron Axe: 320 base damage, 65% accuracy. 200gp.
Hand Axe: 220 base damage, 85% accuracy. Can be thrown for (+50 damage x2). 200gp.
Fencing Sword: 50 base damage, 95% accuracy. +5% chance on physical based reaction abilities(that don't counter). 40gp.
Rapier: 150 base damage, 90% accuracy. Ignores 50 armor. 80gp.
Estoc:100 base damage, 95% accuracy. Ignores 100 armor +10% armor defense. 180gp.
Armor Shop
Leather Vest: Blocks 100 base damage from weapons. 50 gp.
Leather Armor: Blocks 180 base damage. 100 gp.
Studded Leather Amrmor: Blocks 250 base damage. 200 gp.
Chainmail: Blocks 450 base damage,-5% evade. 350gp.
Robes: Blocks 50 base magic damage. 50 gp.
Apprentice Robes: Blocks 100 base magic damage. 100 gp.
Mage Robes: Blocks 150 base magic damage. +50 base magic damage on attack magic. When critical magic damage is doubled. 220gp.
Cleric Robes: Blocks 200 base magic damage. When critical gains regen at 10% of max HP per turn.220
Buckler: +5% to evade. 50 gp.
Wooden Shield: +10% to evade. Burned if hit by fire. When burned will break if hit by physical attack. 100 gp.
Small Iron Shield: +15% to evade. 200 gp.
Iron Shield: +20% to evade. 300gp.
Item Shop
Herbs: Heals 20HP. Has 5 uses. 20gp.
Magic Herbs: Heals 20MP. Has 5 uses. 30gp.
Remedy Herbs: Heals against weak status effects. Has 3 uses. 100gp.
Lt. Potion: Heals 100HP. 50gp.
Lt. Tonic: Heals 100MP. 80gp.
Potion: Heals 500HP. 250gp.
Tonic: Heals 500MP. 400gp.
Lt Elixer: Heals 100HP and MP. 200gp.
Elixer: Heals 500HP and MP. 800gp.
Antidote: Heals poison up to level 5 poison. 200gp.
Mini Bomb: Deals 150 damage.Up to 2 can be thrown in a turn. 70gp.
Bomb: Deals 400 damage. 200gp.
Small item pouch: 1 item pouch may be worn at a time. Holds 4 items. 100gp.
Small Gold Pouch: 1 gold pouch may be worn at a time. Holds 500gp. 100gp
Gold Pouch: 1 gold pouch may be worn at a time. Holds 1000gp. 300gp.
Small Quiver: Holds 30 Arrows Or Bolts. 100gp.
Quiver: Holds 50 Arrows Or Bolts. 250gp.
Flight Arrows: Deals 50 damage to opponent, has 95% Accuracy. 2gp per 3 arrows.
Sheaf Arrows: Deals 150 damage to opponent, has 75% Accuracy. 1gp per arrow.
Lt Bolts: Deals 100 Damage. Ignores 50 Armor. 1gp per 2 bolts.
Bolts: Deals Deals 200 Damage. Ignores 100 Armor. 1gp per bolt.
Magic Shop
Scroll of Thunder: Deals 50 magic damage and has a 25% chance to stun opponent for 1 turn. 100gp.
Scroll of Fire: Deals 200 magic damage and has a 10% chance to set opponent on fire. 200gp.
Scroll of Frost: Has a 25% chance to freeze opponent for 3 turns. 150gp.
Scroll of Protection: Blocks next 3 attacks. 150gp.
Scroll of Healing: Heals 10% of max HP +400. 300gp.
Scroll of Poison: Poisons opponent with level 1 poison, or increases poison level by 1. 200gp.
Accessory Shop
-lvl 1 accessories: 200gp.-
Spiked Gloves: Attack +50.
Gloves: Defense +50.
Amulet: Magic Attack +50.
Pendant: Magic Defense +50.
Boots: Speed +50.
Glasses: Aim +50.
Feather: Reflexes +50.
Clover: Luck +50.
Crest: Charisma +50.
-end level 1-
Antidote Pin: Poison resistance +20%, each turn with poison gains +5% chance to resist/heal poison. 300gp.
[ March 10, 2004, 06:55 PM: Message edited by: KirbyBoy2000 ]
Crappy Wooden Sword: 50 base damage, 60% accuracy. 10 gp.
Short Sword: 150 base damage, 80% accuracy. 50 gp.
Long Sword: 220 base damage, 80% accuracy. 100 gp.
Sharpened Sword: 200 base damage, 80% accuracy. ignores 50 armor +10% of armor defense. 200gp.
Glass Sword: 500 base damage, 90% accuracy. 250 gp. Breaks after attacking.
Walking Stick: 100 base damage, 80% accuracy. 40gp.
Staff: 120 base damage, +50 magic damage. 80% accuracy. 80gp.
Apprentice Staff: 120 base damage, +100 magic damage. 80% accuracy. 200gp.
Ironshod Staff: 200 base damage, +50 magic damage. 85% accuracy. 200gp.
Wooden Rod: 50 base damage, +50 magic damage. 75% accuracy.
Magic Rod: 80 base damage, +100 magic damage. 75% accuracy.
Mystic Rod: 100 base damage, +150 magic damage. 75% accuracy.
Iron Rod: 180 base damage, +80 magic damage. 80% accuracy.
Short Spear: 140 base damage, 85% accuracy. 50gp.
Spear: 200 base damage, 85% accuracy. 100gp.
Thin Spear: 150 base damage, 90% accuracy. Ignores 50 Armor, and 10% armor defense. 200gp.
Javelin: 250 base damage, 85% accuracy. Can be thrown for (+50 damage x2). 200gp.
Short Bow: +25 arrow damage. Shoots twice. 85% accuracy. 30gp.
Long Bow: +50 arrow damage. Shoots twice. 90% accuracy. 80gp.
Lt. Crossbow:Ignores 50 Armor + 10% armor defense. Shoots bolts. 85% accuracy. 50gp.
Crossbow:Ignores 50 Armor + 20% armor defense. Shoots bolts. 85% accuracy. 100gp.
Sml. Iron Axe: 180 base damage, 75% accuracy. 50gp.
Iron Axe: 260 base damage, 70% accuracy. 100gp.
Hvy. Iron Axe: 320 base damage, 65% accuracy. 200gp.
Hand Axe: 220 base damage, 85% accuracy. Can be thrown for (+50 damage x2). 200gp.
Fencing Sword: 50 base damage, 95% accuracy. +5% chance on physical based reaction abilities(that don't counter). 40gp.
Rapier: 150 base damage, 90% accuracy. Ignores 50 armor. 80gp.
Estoc:100 base damage, 95% accuracy. Ignores 100 armor +10% armor defense. 180gp.
Armor Shop
Leather Vest: Blocks 100 base damage from weapons. 50 gp.
Leather Armor: Blocks 180 base damage. 100 gp.
Studded Leather Amrmor: Blocks 250 base damage. 200 gp.
Chainmail: Blocks 450 base damage,-5% evade. 350gp.
Robes: Blocks 50 base magic damage. 50 gp.
Apprentice Robes: Blocks 100 base magic damage. 100 gp.
Mage Robes: Blocks 150 base magic damage. +50 base magic damage on attack magic. When critical magic damage is doubled. 220gp.
Cleric Robes: Blocks 200 base magic damage. When critical gains regen at 10% of max HP per turn.220
Buckler: +5% to evade. 50 gp.
Wooden Shield: +10% to evade. Burned if hit by fire. When burned will break if hit by physical attack. 100 gp.
Small Iron Shield: +15% to evade. 200 gp.
Iron Shield: +20% to evade. 300gp.
Item Shop
Herbs: Heals 20HP. Has 5 uses. 20gp.
Magic Herbs: Heals 20MP. Has 5 uses. 30gp.
Remedy Herbs: Heals against weak status effects. Has 3 uses. 100gp.
Lt. Potion: Heals 100HP. 50gp.
Lt. Tonic: Heals 100MP. 80gp.
Potion: Heals 500HP. 250gp.
Tonic: Heals 500MP. 400gp.
Lt Elixer: Heals 100HP and MP. 200gp.
Elixer: Heals 500HP and MP. 800gp.
Antidote: Heals poison up to level 5 poison. 200gp.
Mini Bomb: Deals 150 damage.Up to 2 can be thrown in a turn. 70gp.
Bomb: Deals 400 damage. 200gp.
Small item pouch: 1 item pouch may be worn at a time. Holds 4 items. 100gp.
Small Gold Pouch: 1 gold pouch may be worn at a time. Holds 500gp. 100gp
Gold Pouch: 1 gold pouch may be worn at a time. Holds 1000gp. 300gp.
Small Quiver: Holds 30 Arrows Or Bolts. 100gp.
Quiver: Holds 50 Arrows Or Bolts. 250gp.
Flight Arrows: Deals 50 damage to opponent, has 95% Accuracy. 2gp per 3 arrows.
Sheaf Arrows: Deals 150 damage to opponent, has 75% Accuracy. 1gp per arrow.
Lt Bolts: Deals 100 Damage. Ignores 50 Armor. 1gp per 2 bolts.
Bolts: Deals Deals 200 Damage. Ignores 100 Armor. 1gp per bolt.
Magic Shop
Scroll of Thunder: Deals 50 magic damage and has a 25% chance to stun opponent for 1 turn. 100gp.
Scroll of Fire: Deals 200 magic damage and has a 10% chance to set opponent on fire. 200gp.
Scroll of Frost: Has a 25% chance to freeze opponent for 3 turns. 150gp.
Scroll of Protection: Blocks next 3 attacks. 150gp.
Scroll of Healing: Heals 10% of max HP +400. 300gp.
Scroll of Poison: Poisons opponent with level 1 poison, or increases poison level by 1. 200gp.
Accessory Shop
-lvl 1 accessories: 200gp.-
Spiked Gloves: Attack +50.
Gloves: Defense +50.
Amulet: Magic Attack +50.
Pendant: Magic Defense +50.
Boots: Speed +50.
Glasses: Aim +50.
Feather: Reflexes +50.
Clover: Luck +50.
Crest: Charisma +50.
-end level 1-
Antidote Pin: Poison resistance +20%, each turn with poison gains +5% chance to resist/heal poison. 300gp.
[ March 10, 2004, 06:55 PM: Message edited by: KirbyBoy2000 ]
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am