Item Shop

Keep the store stocked with spare materials by completing gathering and hunting dailies. Used ingredients and materials expire on a failed craft, subtract them from the store inventory tally on google sheet.
Critical roll 95+ is nat 20 and grants double hit (1 extra step success).
*Item Slots: There are 6 inventory spaces, 1 shield and 1 armour slot for extra sHP, 2 weapon slots for any +5 lvl and +1 class dmg (more for legendaries) and 2 drinks/drug slots for mid-combat use.
==Potions==
Potion brewing system requires a /roll d100 5x times, aiming to beat the respective dc (dice check) 4 or more times on each step. You may try brewing different potions only once a day, each. Upon a successful craft, you may keep the item for yourself, gift it or sell it for gold. Potion materials are gathered from Foraging (Herbs & Flavouring), Mining (Oils & Acidizing) and Hunting (Bonding Agents). 
* Outside of class, used materials expire on a failed craft, subtract them from yours (or town) inventory.
/me mixes in the collected botanical herbs. /roll
/me grinds the mineral oil from igneous Hades rocks. /roll
/me boils the potion mix with an acidic Elysium crystal. /roll
/me lets the mixture set in against the bonding agent. /roll
/me adds a drop of fruit extracts for taste. /roll
Potion Name 	Herbs x4 	Minerals x2 	Acid Rock x1 	Bonding x1 	Fruits x2
Healing 300g 	Anemone 	Campbellite 	Cryospiritus 	Pintail Fther	Olives
Revival 600g 	Asphodel 	Chalcopyrite	Stellalucidus	Raccoon Fur 	Grapevine
Luck 600g 	Madonna Lily	Covelite 	Fulgurchronos	Rabbits Foot 	Apples
Polymorph 600g 	Wild Rose 	Pallasite 	Aschamalmite 	Eye of Frog 	Pomegrantes
Resistance 500g 	Aconite 	Magnetite 	Kamacite 	Bear Coat 	Ivy Berries
Ingredient Cost:	30g 	20g 	30g 	60g 	20g
*You may purchase potions from this store with your wages, or it may be cheaper to buy the ingredients and brew them yourself at the potions lab inside the healing hut.
==Medicine==
Medicine cooking system requires a /roll d100 5x times, aiming to beat the respective dc (dice check) success rate 4/5 steps needed. You may try cooking different medicines only once a day, each. After a successful cook, you may keep the item, gift it or sell it for gold. Medicine materials are gathered from Foraging (Herb), Fishing (Oils), Mining (Acidic Crystals), Hunting (Bonding Agents) and Beasttaming (Stabilising Agents).
* Outside of class, used materials expire on a failed craft, subtract them from yours (or town) inventory.
/me mixes the collected herbs in together. /roll
/me grinds the mix in with oil essence. /roll 
/me boils the potion mix with acidic crystal. /roll
/me lets the mixture set in against the bonding agent. /roll
/me adds a stabilising agent to fix and reduce side effects. /roll
Medicine Name 	Herbs x4 	Fish Oils x2	Acid Rock x2 	Bond Agent x1	Fix Agent x1
"Jabs" 400g 	Spear Mint 	Medit. Moray	Alabandite 	Squirrel Fur 	Shark Blood
"Oracle" 400g 	Giant Fennel	Bluefin Tuna	Stellatenebris	Deer Horn 	Starlight Dust
"Zoooomies" 600 	Barley Malt 	Swordfish 	Freibergite 	Turtle Shell 	Imp Blood
"Wormhole" 300g 	Crocus Leaf 	Octopus Ink 	Goethite 	Quail Beak 	Snail Shells
"Farcry" 600g 	Daffodil 	Mackerel 	Aerosonus 	Weasel Fur 	Dove Feather
Ingredient Cost:	20g 	30g 	40g 	20g 	20g
*You may purchase medicine from this store with your wages, or it might be cheaper to buy the ingredients and cook them yourself at the potions lab inside the healing hut.
==Armour==
Armour smithing system requires a /roll d100 5x times, aiming to beat the respective dc (dice check) success rate 4/5 steps needed. You may try crafting different armour only once a day, each. Upon a successful craft, you may keep the item, gift it or sell it for gold. Armour materials are gathered from Hades (Form), Elysium (Base), Beasttaming (Insole & Paint) and Fishing (Polish).
*Owl Helm, Bornite Armour and Arsenic Shield are dc 50.
*Stronger items Molyiron Armour and Ulman Shield are dc 60.
*Outside of class, used materials expire on a failed craft, subtract them from yours (or town) inventory.
/me moulds out a basic cast for the form of the armour. /roll
/me hammers the base material into shape. /roll 
/me pads the inner layer with special snug materials. /roll
/me carefully works paint and patterns over the armour. /roll
/me meticulously polishes the final product to a shine. /roll
Armour Name 	Form x4 	Base x2 	Insole x2 	Runes x2 	Polish x2
Owl Helm 1k gold 	Ptera Leather	Harpy Fthers	Boar Leather 	Blink Fur 	Parrotfish
Bornite Arm. 800g 	Copper 	Bornite 	Tortle Skin 	Wolf Fur 	Silverside
Molyiron Arm. 1.2k	Molybdenite 	Chromite 	Armadilloshell	Worg Fur 	Flyingfish
Arsenic Sh. 800g 	Mohawkite 	Arsenic 	Leather Hide 	Rabbit Fur 	Salema
Ulman Shield 1.2k 	Cubanite 	Ullmannite 	Bull Horns 	Hellion Fur	Triggerfish
Ingredient Cost: 	60g 	60g 	60g 	60g 	60g
*Shields add +3 sHP (shield hit points) but require repairs after major battles when broken in combat.
*Owl helms add +2 sHP (worn with starting Toga for total +3sHP) and armour sets also grant +3 sHP
*Owl Helm now gives a bonus 1-time psychic resistance of 1 shield HP
*Bornite Armour now gives a bonus 1-time infernal darkness resistance of 1 shield HP.
*Arsenic Shield now gives a bonus 1-time lightning/fire resistance of 1 shield HP.
*Molyiron Armour now gives a bonus 1-time celestial light resistance of 1 shield HP.
*Ulman Shield now gives a bonus 1-time elemental water/ice resistance of 1 shield HP.
*You may purchase armour from this store with your wages, or it may be cheaper to buy the materials and craft them at the weapons forge in Hades. Only 1 armour and/or 1 shield can be worn at one time.
==Weapons==
Weapon forging system requires a /roll d100 5x times, aiming to beat the respective dc (dc 50) success rate 3/5 steps needed. You may try forging different weapons only once a day, each. Upon a successful craft, you may keep the item, gift it or sell it for gold. Weapon materials are gathered from Hades (Form), Elysium (Base), Beasttaming (Imbuement), Hunting (Form & Paint) and Fishing (Polish).
* Outside of class, used materials expire on a failed craft, subtract them from yours (or town) inventory.
/me hammers out a basic cast for the weapon's form on the anvil. /roll
/me chisels the edges of the base shape into form for sharpness. /roll 
/me affixes strips of the enchanted material around the weapon. /roll
/me steeps the weapon into the blood of an animal sacrifice. /roll
/me meticulously polishes the final product to a shine. /roll
Weapon Name 	Form x4 	Base x2 	Imbue x2 	Runes x1 	Polish x1
⚡Gold Rod 1k g 	Gold 	Terralumen 	Goat Hooves 	Turkey Blood 	Electric Fur
💧Jade Trident 1k 	Pulsite 	Galena 	Dolphin Teeth	Sea Ducks 	Seabream
💀Bone Staff 1k g 	Tellurium 	Pyroatomus 	Veil Coat 	Muskrat 	Grouper
🌿Iron Scythe 1k 	Kobellite 	Cobaltite 	Green Fur 	Pheasant 	Cuttlefish
🐺Oaken Bow 1k g 	Oak Tree 	Chaste Tree 	Griffin Skin 	Coyote Blood 	Blue Shark
🌙Moonblade 1k g 	Aquaumbra 	Arsenopyrite	Imp Scale 	Grouse Blood 	Lionfish
⏰Stopwatch 1k g 	Platinum 	Silver 	Bee Wings 	Tressym Littr	Sunfish
🎶Elm Harp 1k g 	Elm Tree 	Fig Tree 	Parrot Fthers	Wood Duck 	Seabass
⚒️Spiked Glove 1k 	Berzelianite	Antimony 	Shark Fangs 	Mallard Duck 	Dogfish
❣️Pink Gems 1k g 	Pyrite 	Pixie Wings 	Fae Scales 	Snow Geese 	Scorpionfish
🦉Bronze Axe 1k g 	Renierite 	Pyrrhotite 	Owl Feathers 	Gray Fox 	Com. Sole
⚔️Steel Blade 1k g	Marmatite 	Romanechite 	Girt Scales 	Bobcat Blood 	Amberjack
Ingredient Cost: 	60g 	60g 	60g 	60g 	60g
*1 weapon adds +5 to all rolls, 2 adds +1 class damage/heal. Only 2 weapons can be equipped at a time.
*While in combat, swapping out weapons from your carried inventory takes an action turn.
*You may purchase weapons from this store with your wages, or it may be cheaper to buy the materials and build the weapons yourself at the weapons forge in Hades.
==Other Items==
Other items forging requires a /roll d100 5x times, aiming to beat the respective dc (dc 50) success rate 3/5 steps needed, for Ash, Bags and Level 1 sheath. For making re-roll sands and the legendary holders, the level 30 sheath, you should aim to beat dc 60 at a success rate of 4/5 steps . You may try forging different items only once a day, each. Upon a successful craft, you may keep the item, gift it or sell it for gold.
* Outside of class, used materials expire on a failed craft, subtract them from yours (or town) inventory.
/me simmers the catalysts in a cauldron to mix (or /me thins out the material into sowing thread). /roll
/me affixes the main body material with magic to spark aetherial essence (or /cuts the leather into shape). /roll 
/me imbues rare animal essence to enchant the item. /roll
/me mixes in enchanted excrement to solidify and bond the mixture. /roll
/me polishes the final item with rare fluids to give the item lasting durability. /roll
Item Name 	Catalyst x1 	Sparking x1 	Runes x1 	Bonding x10 	Polish x1
Repair Ash 40g 	Tressym Fther	Any Saliva 	Any Blood 	Any Dung 	Any Nectar
Lvl 10 Bag 600g 	Mist Dew 	Bear Fur 	Snail Slime	Any Dung 	Any Nectar
Lvl 20 Bag 800g 	Beeswax 	Snakeskin 	Bucktooth 	Any Dung 	Any Nectar
Lvl 1 Sheath 600g	Karmic Whiskr	Toadskin Lthr	Any Milk 	Any Dung 	Any Nectar
L 30 Sheath 900g 	Cottontail 	Dino Scale 	Demonnectar	Any Dung 	Any Nectar
Reroll Sand 4k g 	Djinn Nectar 	Dino Fossil 	Dryad Bloom	Owlbear Fthr	Octosecretion
*Repairing Ash can be used to help repair broken shields or for monthly weapon maintenance.
*Bags of Holding are used to hold up to two items for mid-combat use, potion or medicine or both.
*Weapon Sheaths carries several weapons including a higher level hold for Legendary Weapons.
*Sands of Time are used for retrying a failed or bad roll once per day.
==Legendaries==
Legendary Weapon forging system requires a /roll d100 5x times, aiming to beat 80 dc all 5 times on each step. You may try forging different Legendary weapons only once a day, each. Upon a successful craft, you may keep the Legendary, gift it or sell it for gold. Legends much master a class up to level 30 to craft its legendary god weapon.
*Legendary crafting materials do not expire on a fail and can be re-used on the next attempts. 
*Any legendary adds +10lvl and +5sHP to self and additional +1 dmg/heal to their respective class skills
*Legendaries are used to summon their patron's ultimate upon a 2-man party wipe, on a 50/50 chance.
/me holds the precursor weapon above the furnace to be melted down if successful. /roll
/me lays out the legendary animal excrement to be extracted for magical essence. /roll 
/me imbues the prayer of the Olympian gods to bless the god-weapon. /roll
/me carefully works rare creature components into the body paint of decorative parts. /roll
/me meticulously polishes the final product to a shine with Manna, the sustenance of gods and celestials. /roll
Weapon Name 	Weapon x1 	Magicsoilx10 	Imbue x4 	Catalyst x1 	Manna x4
Bolt of Zeus 20k 	Gold Rod 	Flying Beasts 	Aboleth Teeth	Couatl Fthers 	Manna Ash
Poseidon's Shell 20k 	JadeTrident	Seabeast Soil 	Kelpie Weed 	Whalecum 	Manna Ash
Scythe of Hades 20k 	Bone Staff 	Hound Dogs 	Wyvernscale 	PhoenixNectar 	Manna Ash
Demeter's Sickle 20k	Iron Scythe	Earthy Beasts 	Treant Pollen	Treant Sap 	Manna Ash
Spear of Artemis 20k	Oaken Bow 	Hunter Beast 	Owlbear Fur 	C.snakevenom 	Manna Ash
Scept of Hecate 20k 	Moonblade 	Small Beasts 	Chigoat Horn 	Ab. Membrain 	Manna Ash
Chronos' Glass 20k 	Stopwatch 	Winged Beast 	Sphinx Fthers	Unihorn Dust 	Manna Ash
Lyre of Apollo 20k 	Elm Harp 	Celesti Beasts	Unicorn Mane 	Marid Droplet 	Manna Ash
Hephy's Maul 20k 	Spike Glove	Large Beasts 	Phoenix Fther	Dragon Mist 	Manna Ash
Aphrodite's Lace 20k	Pink Gems 	Pretty Beasts 	Kitsune Fur 	Kelpie Acid 	Manna Ash
Shield of Athena 20k	Bronze Axe 	Shield Beasts 	Lion Fur 	Dragonblood 	Manna Ash
Sword of Ares 20k 	Steel Blade	Warrior Beast 	Croc Skin 	Crystal Saliva	Manna Ash
Ingredient Cost: 	1k gold 	100g 	500g 	2k gold 	1k gold
*Spear of Artemis requires mastery of all 66 beasts and grants longer status effects on Beast attacks.
Category:Items