Tiran, 20, M
Archelan Apprentice | 0 (0) EXP
HP: 55/55 | MP: 90/90 | Att: 3 | Ini: 8
Weapon: (None)
Armor: (None)
Items: (None)
Gold: 100
Abilities:
Pyro: Causes Aflame on one opponent for three turns or until extinguished. 10 MP.
Aero: 75% chance to knockback. 10 MP.
Cryo: Causes Cryo on one opponent for one turn. Deals 5 ice damage per turn for three turns. Cryoed opponents take +5 ice and physical damage. 10 MP.
Heal: Heals 15 HP. 15 MP.
Beam: Deals 20 damage to all opponents at target distance. 4 Reach. 25 MP.
Burst: Deals 20 damage to all opponents within 1 distance of target. 25 MP.
Geyser: Deals 15 damage per turn to anyone standing at the target space for three turns, and 5 damage per turn to those within 1 distance. When Linked with Aero, Aero's knockback becomes lift. 20 MP.
Vanish: Causes Invisibility on Tiran for up to five rounds. However, Tiran cannot do anything but move or Vanish ends. 5 MP per round, or minute out of battle. Must concentrate to maintain each turn.
Feather Fall: Reduces damage from long falls. 5 MP.
Link: Enhances Beam, Burst, or Geyser with the effects of either Pyro, Aero, or Cryo as a free action. 5 MP + the cost of both spells.
Your orders were to come to the military base in Kione, an important port city. Kione is the city closest to the Black River on the western coast-- Toblis has had its eye on the city since Saurima was discovered. Kione lies on the Bay of Chelon, just south of the Strait of Norry. You have an hour or so before you have to report in. You can check out the city or report early.
a) Report in (Story Mode)
b) Check out the city (Shops, Armory, etc.)
Roll Call: Tiran, report!
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Roll Call: Tiran, report!
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Okay. Here's what you can find:
a) Armory-- buy physical weapons, armor, and shields.
b) Mage Armory-- buy magical weapons and armor.
c) General Store-- buy items.
d) Stables-- buy mounts, barding, and mount-related gear.
e) Tavern-- have a drink, chat with the locals. Good place to find out world events.
f) Arena-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) Infirmary-- get yourself healed.
h) Military Base-- report in for duty.
What do you want to do?
a) Armory-- buy physical weapons, armor, and shields.
b) Mage Armory-- buy magical weapons and armor.
c) General Store-- buy items.
d) Stables-- buy mounts, barding, and mount-related gear.
e) Tavern-- have a drink, chat with the locals. Good place to find out world events.
f) Arena-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) Infirmary-- get yourself healed.
h) Military Base-- report in for duty.
What do you want to do?
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
SHOP
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Staves:
Student's Staff: +1 Attack. Two-handed. +5 MP. +5 to all spells. 30 gold.
Adept's Staff: +1 Attack. Two-handed. +10 MP. +5 to all spells. 60 gold.
Holy Staff: +1 Attack. Two-handed. +10 MP. +10 to all divine spells. 100 gold.
Mage's Staff: +1 Attack. Two-handed. +10 MP. +10 to all arcane spells. 100 gold.
Wands:
Wooden Wand: +0 Attack. +10 MP. 25 gold.
Glass Wand: +0 Attack. +15 MP. 50 gold.
Obsidian Wand: +0 Attack. +20 MP. 80 gold.
Armor:
*In order to wear physical or magical armor, the character's class must be able to do so. Consult the class description to see if a class can wear each kind of armor.
*All shields require a free hand to use.
Magical Armor:
Student's Robes: +10 MP. 30 gold.
Adept's Robes: +5 HP, +15 MP. 50 gold.
Holy Robes: +15 HP, +20 MP. 100 gold.
Mage's Robes: +10 HP, +25 MP. 100 gold.
Items:
Small Potion: Heals +25 HP. 30 gold.
Small Ether: Heals +25 MP. 30 gold.
Small Elixir: Heals +20 HP and +20 MP. 50 gold.
Antidote: Cures poison. 20 gold.
Grappling Hook: Grapple onto ships, ledges, etc. 10 gold.
Rope: 50-foot coil of sturdy rope. A grappling hook can be attached to the end. 20 gold.
Blank Parchment: Good for making maps or writing messages. 5 gold per roll.
Writing Materials: Pen, ink, blotter. Guaranteed not to run, even hasty sketches. 10 uses. 30 gold.
Skill Book: Can hold one extra physical ability per tier. Only one Book may be used at once. 300 gold.
Spell Book: Can hold one extra magical ability per tier. Only one Book may be used at once. 200 gold.
You have 100 gold to start with.
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Staves:
Student's Staff: +1 Attack. Two-handed. +5 MP. +5 to all spells. 30 gold.
Adept's Staff: +1 Attack. Two-handed. +10 MP. +5 to all spells. 60 gold.
Holy Staff: +1 Attack. Two-handed. +10 MP. +10 to all divine spells. 100 gold.
Mage's Staff: +1 Attack. Two-handed. +10 MP. +10 to all arcane spells. 100 gold.
Wands:
Wooden Wand: +0 Attack. +10 MP. 25 gold.
Glass Wand: +0 Attack. +15 MP. 50 gold.
Obsidian Wand: +0 Attack. +20 MP. 80 gold.
Armor:
*In order to wear physical or magical armor, the character's class must be able to do so. Consult the class description to see if a class can wear each kind of armor.
*All shields require a free hand to use.
Magical Armor:
Student's Robes: +10 MP. 30 gold.
Adept's Robes: +5 HP, +15 MP. 50 gold.
Holy Robes: +15 HP, +20 MP. 100 gold.
Mage's Robes: +10 HP, +25 MP. 100 gold.
Items:
Small Potion: Heals +25 HP. 30 gold.
Small Ether: Heals +25 MP. 30 gold.
Small Elixir: Heals +20 HP and +20 MP. 50 gold.
Antidote: Cures poison. 20 gold.
Grappling Hook: Grapple onto ships, ledges, etc. 10 gold.
Rope: 50-foot coil of sturdy rope. A grappling hook can be attached to the end. 20 gold.
Blank Parchment: Good for making maps or writing messages. 5 gold per roll.
Writing Materials: Pen, ink, blotter. Guaranteed not to run, even hasty sketches. 10 uses. 30 gold.
Skill Book: Can hold one extra physical ability per tier. Only one Book may be used at once. 300 gold.
Spell Book: Can hold one extra magical ability per tier. Only one Book may be used at once. 200 gold.
You have 100 gold to start with.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!