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Ramond's RPG Adventure v2.0 - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: General Zone (https://lf-empire.de/forum/forumdisplay.php?fid=23) +--- Forum: Hangout Area (https://lf-empire.de/forum/forumdisplay.php?fid=26) +--- Thread: Ramond's RPG Adventure v2.0 (/showthread.php?tid=1806) Pages:
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RE: RPG Adventure: The Return! - TheNave - 03-22-2010 pff, you have to strangely quote those 4 agreements, too! RE: RPG Adventure: The Return! - SirFrog - 03-22-2010 Though, we have to ask people if this truly is England. I have a strange feeling, since Ramond said it "must be England", not "it's England". RE: RPG Adventure: The Return! - TheNave - 03-22-2010 I just said we were teleportet into a strange paralel univers while going through the door where the giant spider should have lied behind RE: RPG Adventure The Return! - Ramond - 03-22-2010 The group looks for a weapon shop and finds it. Your Gold: 220 WEAPON SHOP (England) ---------------------------------------- Small Dagger (20): Has an attack power of +2 ATK. (CRI Roll: 10) Wooden Club (30): Has an attack power of +3 ATK. (CRI Roll: 10) Dagger (50): Has an attack power of +5 ATK. (CRI Roll: 9) Short Sword (50): Has an attack power of +7 ATK. Requires at least 15 STR. (CRI Roll: 9) Light Mace (60): Has an attack power of +8 ATK. Requires at least 15 STR. (CRI Roll: 9) Sharp Dagger (100): Has an attack power of +10 ATK. (CRI Roll: 8) Light Blade (100): Has an attack power of +12 ATK. Requires at least 25 STR. (CRI Roll: 9) Light Rapier (150): Has an attack power of +16 ATK. Requires at least 20 STR and 20 DEX. (CRI Roll: 8) Iron Dagger (200): Has an attack power of +20 ATK. (CRI Roll: 9) Iron Club (220): Has an attack power of +24 ATK. Requires at least 25 STR. (CRI Roll: 9) Short Bow (75): Has an attack power of +6 ATK. Requires at least 20 DEX. Two-handed weapon. (CRI Roll: 8) Small Composite Bow (150): Has an attack power of +13 ATK. Requires at least 30 DEX and 20 STR. Two-handed weapon. (CRI Roll: 8) Quiver (20): Needed to carry arrows and bolts. 2x Arrows (1): Has an attack power of +2 ATK. Requires quiver and bow. 2x Bolts (1): Has an attack power of +2 ATK. Requires quiver and crossbow. Light Magic Arrows (5): Has an attack power of +5 ATK, additional to 10 magic damage. Requires quiver and bow. Small Ninja Stars (3): Has an attack power of +5 ATK. Usable in fight as Item. (CRI Roll: 6) Leather Armor (50): Gives you +3 extra DEF. Requires at least 10 STR. Hide Cloak (60): Gives you +4 extra DEF. Hide Armor (70): Gives you +5 extra DEF. Requires at least 20 STR. Heavy Leather Armor (100): Gives you +8 extra DEF. Requires at least 20 STR. Leather Suit (100): Gives you +9 extra DEF. Requires at least 25 STR. Iron Suit (150): Gives you +15 extra DEF. Requires at least 30 STR. Magician’s Cloak (150): Gives you +14 extra DEF. Requires a magician class. Simple Cap (20): Gives you +1 extra DEF. Leather Cap (50): Gives you +3 extra DEF. Protective Cap (100): Gives you +6 extra DEF. Gloves (20): Gives you +1 extra DEF. Leather Gloves (40): Gives you +2 extra DEF. Light Iron Gloves (80): Gives you +4 extra DEF. Solid Leather Gloves (125): Gives you +6 extra DEF. Leather Boots (20): Gives you +1 extra DEF. Fine Leather Boots (30): Gives you +2 extra DEF. Heavy Leather Boots (50): Gives you +3 extra DEF. Light Iron Boots (100): Gives you +6 extra DEF and a hard time. Requires 25 STR. Ring (100): A ring which can hold magical abilities when enchanted. ---------------------------------------- After you buy and sell... Where to go? -Inn -Tavern -Weapon Shop -Magic Shop -Stroll along the streets -Onward north! -Onward east! Book of Knowledge (Hints of Interest: removed Vendors page, as kinda redundant) Drahcir - HP: 62/116, MP: 6/11 Bamboori - HP: 28/88, MP: 0/6 (Arrows: 6) SirFrog - HP: 52/71, MP: 86/86 Blue Phoenix - HP: 40/60, MP: 3/8 Nave - HP: 79/79, MP: 39/90+3 snorsorbet - HP: 74/74, MP: 43/43 It's dusk. (6:43 PM) The sunball is lowering towards the horizon, filling the scenery with an idyllic orange. RE: RPG Adventure: The Return! - TheNave - 03-22-2010 I'd say 24 Light Magic Arrows for Bamboori, makes 24*5=120 gold... I dun think anybody needs anything else, nobody is dramatically weaker or has worse equipment than somebody else... so yeah, I think that's it oh and, I'm seperating from this group for now Stroll along the streets, and going after my own temporary goal RE: RPG Adventure: The Return! - Bamboori - 03-22-2010 40 arrows for me (20 gold). also, can we sell a spider leg? xD RE: RPG Adventure: The Return! - TheNave - 03-22-2010 just hand it over to me, maybe the person I'm looking for is interested in it, I dunno... just guessing EDIT: BP, do that shop buying stuff, I gotta go somewhere in this town now, doing my own stuff *takes spiderleg and leaves* ramond, update it! you know what I want to do RE: RPG Adventure: The Return! - SirFrog - 03-23-2010 I suppose Bamboori's the one to decide which arrows he wishes to use. He's the one using them after all. Oh, and can we ask the shopkeeper if this is England? (we ask him if THIS IS ENGLAND!!!) RE: RPG Adventure The Return! - Ramond - 03-25-2010 Nave: Guys, I'm gonna go out at a stroll. Let's decide on a meeting point and place. Blue Phoenix: Hm, well, how about in half an hour at the inn? Nave: You got it. Nave leaves the shop. SirFrog: Sir, could you tell us... if THIS IS ENGLAND? Shopkeeper: ?! Why, of course this is England. SirFrog: Why "of course"? Shopkeeper: Because we're talking in English Misuse of words, sorry. SirFrog: Are you sure this isn't a suburb or something from the real England? Shopkeeper: Why, of course I am... I've been living here for my entire life. Blue Phoenix: Oh well. Here we are. snorsorbet: So are we gonna buy something now or not? ... Meanwhile... ... Nave steps down the three steps at the store entrance and eases his mind. He concentrates on his spirit and tries to sense another source of magic. However, there is no response except for a very faint tickle. Judging by the intensity of that, Nave is able to figure that the next magician could be as far away as the next village, none in England. Your Gold: 220 WEAPON SHOP (England) ---------------------------------------- Small Dagger (20): Has an attack power of +2 ATK. (CRI Roll: 10) Wooden Club (30): Has an attack power of +3 ATK. (CRI Roll: 10) Dagger (50): Has an attack power of +5 ATK. (CRI Roll: 9) Short Sword (50): Has an attack power of +7 ATK. Requires at least 15 STR. (CRI Roll: 9) Light Mace (60): Has an attack power of +8 ATK. Requires at least 15 STR. (CRI Roll: 9) Sharp Dagger (100): Has an attack power of +10 ATK. (CRI Roll: 8) Light Blade (100): Has an attack power of +12 ATK. Requires at least 25 STR. (CRI Roll: 9) Light Rapier (150): Has an attack power of +16 ATK. Requires at least 20 STR and 20 DEX. (CRI Roll: 8) Iron Dagger (200): Has an attack power of +20 ATK. (CRI Roll: 9) Iron Club (220): Has an attack power of +24 ATK. Requires at least 25 STR. (CRI Roll: 9) Short Bow (75): Has an attack power of +6 ATK. Requires at least 20 DEX. Two-handed weapon. (CRI Roll: 8) Small Composite Bow (150): Has an attack power of +13 ATK. Requires at least 30 DEX and 20 STR. Two-handed weapon. (CRI Roll: 8) Quiver (20): Needed to carry arrows and bolts. 2x Arrows (1): Has an attack power of +2 ATK. Requires quiver and bow. 2x Bolts (1): Has an attack power of +2 ATK. Requires quiver and crossbow. Light Magic Arrows (5): Has an attack power of +5 ATK, additional to 10 magic damage. Requires quiver and bow. Small Ninja Stars (3): Has an attack power of +5 ATK. Usable in fight as Item. (CRI Roll: 6) Leather Armor (50): Gives you +3 extra DEF. Requires at least 10 STR. Hide Cloak (60): Gives you +4 extra DEF. Hide Armor (70): Gives you +5 extra DEF. Requires at least 20 STR. Heavy Leather Armor (100): Gives you +8 extra DEF. Requires at least 20 STR. Leather Suit (100): Gives you +9 extra DEF. Requires at least 25 STR. Iron Suit (150): Gives you +15 extra DEF. Requires at least 30 STR. Magician’s Cloak (150): Gives you +14 extra DEF. Requires a magician class. Simple Cap (20): Gives you +1 extra DEF. Leather Cap (50): Gives you +3 extra DEF. Protective Cap (100): Gives you +6 extra DEF. Gloves (20): Gives you +1 extra DEF. Leather Gloves (40): Gives you +2 extra DEF. Light Iron Gloves (80): Gives you +4 extra DEF. Solid Leather Gloves (125): Gives you +6 extra DEF. Leather Boots (20): Gives you +1 extra DEF. Fine Leather Boots (30): Gives you +2 extra DEF. Heavy Leather Boots (50): Gives you +3 extra DEF. Light Iron Boots (100): Gives you +6 extra DEF and a hard time. Requires 25 STR. Ring (100): A ring which can hold magical abilities when enchanted. ---------------------------------------- After you buy and sell... Where to go? -Inn -Tavern -Weapon Shop -Magic Shop -Stroll along the streets -Onward north! -Onward east! Book of Knowledge (Hints of Interest: removed Vendors page, as kinda redundant) Drahcir - HP: 62/116, MP: 6/11 Bamboori - HP: 28/88, MP: 0/6 (Arrows: 6) SirFrog - HP: 52/71, MP: 86/86 Blue Phoenix - HP: 40/60, MP: 3/8 Nave - HP: 79/79, MP: 40/90+1 snorsorbet - HP: 74/74, MP: 43/43 It's dusk. (6:44 PM) The sunball is lowering towards the horizon, filling the scenery with an idyllic orange. RE: RPG Adventure: The Return! - Bamboori - 03-25-2010 20 arrows for me. also i'd like to buy me light iron gloves, if no one is against that. |