Characters
Amadeo, bard
Raimund Mark, constable
???, Academy clerk
???, sheriff
Arnaud, preacher of Fire
Gautier Lalain de Charny, scarlet knight
Gas, healer at the baths
Regin Uni, burgomaster
Kay Camille, seneschal
Decent Clothing
1 silver
Healer's Robes
2 silver
The character's profession is obvious to everyone
+1 to Intelligence for Alchemist and Medic skills
Superior Comfortable Clothing
12 silver
+1 to Strength, Reflexes, and Endurance
Luxurious Clothing
12 silver
+1 to Intelligence and Willpower
Traveler's Boots
6 silver
+1 SP
Hood
5 copper
+1 to Stealth
Plain Cloak
5 copper
+1 to Stealth
Warm Woolen Cloak
2 silver
-10% cold damage
Fur Cloak
8 silver
+1 to Endurance, -25% cold damage
Leather Gloves
5 silver
+1 to Reflexes
Hunter's Belt
8 silver
Using consumables does not cost an action. Holds 6 consumables
Merchant Quarter
Legrand Merchants
Silentia Merchants
Northern Merchants
Market 1
Academy
Baths
Northern Merchants
"Icebreaker"
Medium Armor
+2 to Strength, Willpower, and Endurance
+25% Defense, +25% cold defense
Immunity to all forms of paralysis, slow, and control in combat
10 gold
Round Shield
Block (MB): 20%
Block (RB): 40%
+10% defense
5 silver
Dreadful Horned Helmet
Useless in combat, -2 to Etiquette and Charisma, the character's insanity is obvious to everyone and their presence reduces sanity (in combat -1 per round)
5 silver
Northern Helmet
+5% defense, 25% chance to protect from decapitation
5 silver
Ornate Northerner's Amulet
???
5 silver
Northern-Style Adornments
+1 to Endurance and Willpower
1 gold
"Skofnung"
One-handed sword
Strength: 7
Damage: 80
+20 to accuracy
Takes a full action to draw the blade
-1 attack per round
Cannot be blocked, parried, ignores chances to completely avoid damage
10 gold
"Egil"
One-handed axe
Strength: 8
Damage: 60
-4 to accuracy
Each attack has a chance (Strength*2) to sever a limb or head from the enemy
2 gold
"Punch"
Two-handed spear
Strength: 8
Damage: 50
Ignores 75% armor
4 gold
"Cormac"
Two-handed bearded axe
Strength: 9
Damage: 100
-6 to accuracy
The merchant claims the axe is cursed and will part with it for a symbolic price of 1 gold
Bitter Herbal Ale
+1 to Strength and Endurance until the end of the day, 5% chance permanent, restores sanity
5 copper per unit
Jerky
Does not spoil
3 copper per unit
Whale Blubber
Used as fuel and food, +20% cold defense and -2 to Etiquette if smeared with it
5 copper per unit
Slaves
For every taste and budget
Added after 2 minutes
-- We also have magical swords, -- the bearded merchant sees Cassius examining Skofnung. -- But they cannot be sold. Only given as gifts.
Added after 35 minutesHeroistThen maybe I should look at some more weapons in the same area, if there's anything.
The master weaponsmith explains that all the worthy pieces have already been bought up, but they are always ready to craft something to order.
Basic One-Handed Weapons:
Dagger
Damage: 25
Critical hit and sneak attack damage is doubled
Sword
Damage: 35
+4 to accuracy
4 silver
Axe
Damage: 45
-4 to accuracy
Successful attacks reduce SP by 1 for one turn. Stacks
2 silver
Mace
Damage: 35
Evasion -4, ignores 35% armor
2 silver
Pick
Damage: 40
-4 to accuracy and evasion
Ignores 50% armor
4 silver
Basic Two-Handed Weapons:
Sword
Damage: 50
Accuracy: +6
6 silver
Axe
Damage: 75
Accuracy: -6
Successful attacks reduce SP by 1 for one turn, -1 sanity on attack. Stacks
6 silver
Mace
Damage: 50
Evasion: -6
Ignores 50% armor
6 silver
Basic Pole Weapons
One-handed spear
Damage: 30
2 silver
Two-handed spear
Damage: 40
+1 to range
3 silver
Halberd
Damage: 70
+1 to range
-8 to accuracy
Ignores 25% armor
6 silver
Additionally, for 3 silver each, you can request:
Balance Improvement
+4 to accuracy
Damage Improvement
+5 to damage
Special Improvement
+5% critical hit chance
Decoration
+2 to Etiquette
Here you can also get a professional blade sharpening (+5 damage for 20 attacks) for 3 silver and have a weapon made to individual specifications
The guild master is currently speaking with a knight of wealthy appearance, and Hargen is met by one of the ordinary masters.
Polishing Medium and Heavy Armor
4 silver
+1 to Willpower and +2 to Etiquette
Decorating Armor
4 silver
+2 to Etiquette and Charisma
Reinforcing Light and Medium Armor
4 silver
+5% defense
Reinforcing Heavy Armor
6 silver
+5 and +5% defense
Crafting Armor
Price depends on desired quality. From 10 silver for light armor, from 15 for medium, from 20 for heavy
Buying Armor
Depends on quality
Silentia Merchants
Crossbow Master's Shop
Alchemist's Shop
Bookshop
Wine Shop
Clothing Merchant's Shop:
Exquisite Dress (F): 2 gold
+4 to Etiquette,
Black: +2 to Willpower
Colored: The character may use the Charisma attribute instead of Etiquette in dialogues
Exquisite Doublet (M): 2 gold
+4 to Etiquette
Black: +2 to Willpower
Colored: +1 to Strength, +1 to Endurance
Priest's Mantle
Void: +5% chance to avoid a negative effect
2 silver
Cult of Fire: +2 fire spells per day, +20% damage for them
1 gold
Cult of Father-Sun: Defense does not cost an action
1 gold
Gold Ring with Gem: 4 gold
+1 to a chosen attribute
Earrings (F): 4 silver
+1 to Charisma and Etiquette
Gold-Embroidered Cloak: 4 gold
+5 OU for an existing skill
Legrand Merchants
"Antaer"
One-handed hammer
Strength: 4
Damage: 35
Ignores 40% armor
+1 to Reflexes
Alternative attack: Decapitation
One attack per round, -50% accuracy, triple damage, chance (Strength vs. Endurance) to kill the enemy instantly
8 gold
"Werner"
Falchion
Strength: 6
Damage: 50
+2 to Willpower and Endurance
In combat against superior forces, Damage: 75
8 gold
"Agnet"
Strength: 6
Light Spear
Damage: 35
+1 to attack range
+2 to Endurance
In hopeless situations grants additional bonuses (roughly similar to the effect of luck points from the previous one)
8 gold
"Alaria"
Two-handed sword
Strength: 8
Damage: 55
Fire damage: 50
+6 to accuracy
Grants its wielder the ability to resurrect once per game with a change of alignment
8 gold
"Weserod"
Longbow
Strength: 8
Damage: 100
Range: 10
On hit: immobilization/paralysis/bleeding (3 turns, 15% current) /doubled damage with an Endurance check against 10
8 gold
Spurs
Increase the horse's Strength, accuracy, and speed by 20%
6 silver
Knight's Saddle
Grants a 50% chance to avoid paralysis while mounted
6 silver
Knight's Trappings
+5 to initiative while mounted
4 silver
"Unyielding"
Heavy Armor
Strength: 8
-35% evasion, -50% stealth
+15 and +55% defense, immunity to paralysis
+2 to Endurance
10 gold
"Despair"
Blued Plate Armor
Strength: 6
-25% evasion, -50% stealth
+40% defense, opponents must pass a Willpower check against Willpower for their attack to succeed
+2 to Willpower
10 gold
Blue Steel Chainmail
Medium Armor
+25% defense, +1 to Endurance, does not break, is not pierced
5 gold
Serpent Armor
Light Armor
+15% defense, +2 to Reflexes and Endurance, 50% chance to ignore poison and bleeding, +10 to stealth
Serpent-men hate the wearer
5 gold
Enclosed Helmet
-2 to Reflexes, +2 to Endurance, 40% chance to protect from decapitation/headshot, -10% chance of receiving critical damage
5 silver
Bascinet
-5% chance of receiving critical damage, +5% defense
5 silver
Assorted Helmet Crest
+1 to Etiquette, small bonus of choice
3 silver
Kite Shield
Block (MB): 25%
Block (RB): 45%
3 silver
Buckler
Block (MB): Reflexes*5
Block (RB): 10%
2 silver
"Hector"
Strength: 9
Round Shield
Block(MB): 40%
Block(RB): 40%
+1 to Endurance and Willpower
Protects an ally on an adjacent square of choice
8 gold
Destrier
Horses
SP: 8
Strength: 10
Endurance: 15
Accuracy: 20
HP: 300
On attack, has a chance (Strength vs. Endurance) to paralyze a dismounted enemy for 1 turn and deal (Strength*distance traveled) damage
4 gold
Parzival
White Stallion
SP: 15
Strength: 12
Endurance: 20
Accuracy: 20
HP: 400
Difficult temperament
Secret skills
10 gold
Dismal
Center
Citadel
Noble Quarter
Church of the Void
Merchant Quarter
Artisan Quarter:
Armorer Master
Weaponsmith Master
Slums
Added after 9 minutes
Alex, do you still have the pictures of those who were at the feast, or should I upload them?
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт