~In this topic, you can buy and sell items with your Heroica RPG character. For other topics related to the game, see the Heroica RPG Index.~

EUBRIC MARKETPLACE
HOW TO BUY:
In order to buy items, you post the name of the merchant you wish to buy from and a list of all the items you wish to purchase and their total cost, and then deplete their cost from your amount of gold. Make sure to adjust your information in the Hero Statistics topic accordingly, adding the bought items to your inventory and decreasing the amount of gold. The prices are marked in the description of each item, and they are not negotiable. None of the regular items will ever run out of stock. If there is an item with a limited amount available for purchase, it will be stated separately.
Needless to say, you cannot buy more than you can afford. Thieves and cheaters will be thrown out of Heroica.
Example:
Ellaria walked to Portia's Potion Shack and purchased 2 potions for a total of 10 gold. 10 - 10 = 0 gold left.
Poor Ellaria was now broke because of her shopping spree.
HOW TO SELL:
Selling the items in your inventory is trickier, so you need to pay attention when you do it. All items can be sold back to the shops at half their initial price, rounded down. In case of weapons and other equipment, their price is equal to their power times 10, so they can be sold for an amount equal to their power times 5. Items that do not have a set price cannot be sold at the Marketplace, but you might find another player more interested in them.
To sell items, list all the items you wish to sell and the amount of gold you get from them, and then add that amount to your own gold. Again, make sure to adjust your information in the Heroica Statistics topic accordingly. It doesn't matter which merchant you sell the items to. It is not possible to retrieve sold items that none of the merchants offer.
Again, cheating with this system will get you tossed out of Heroica.
Example:
Ellaria needed money, so she sold her Snake Staff (WP: 3) for 15 gold. 0 + 15 gold = 15 gold in possession.
Poor Ellaria was now weaponless, but at least she could do more shopping.
PORTIA'S POTION SHACK

ITEMS FOR SALE (Note: Usable only once!):
Potion – Restores 10 health to the target. Costs 5 gold.
Tonic – Restores 5 ether to the target. Costs 15 gold.
Grand Potion – Restores 25 health to the target. Costs 10 gold.
Grand Tonic – Restores 15 ether to the target. Costs 30 gold.
Elixir – Restores 50 health and 10 ether to the target and removes all negative effects from the target. Costs 40 gold.
Remedy – Removes all negative effects from the target. Costs 10 gold.
Neutralizer - Removes all temporary effects from all allies and all opponents. Costs 50 gold.
Phoenix Essence – Revives a fallen ally with full health during a battle. Costs 50 gold.
Mead - Causes the encouraged-effect, doubling the target's attack power for the duration of one battle. Costs 15 gold.
Smelling Salts - Causes the hastened-effect, allowing the target to act twice in one round for the duration of one battle. Costs 25 gold.
Nostrum - Causes the lucky-effect, allowing the target to roll the battle die twice and get the better result of the two for the duration of one battle. Costs 35 gold.
Soma – Causes the blessed-effect, allowing the target to recover 3 health at the end of each round for the duration of one battle. Costs 45 gold.
Mulled Wine - Causes the inspired-effect, doubling the target's current and maximum health for the duration of one battle. Costs 55 gold.
Venom – Use on a weapon to make it cause a poisoned-effect on any enemy it hits for the duration of one battle. A poisoned enemy loses 1 health each turn. Costs 5 gold.
Deadly Venom – Use on a weapon to make it cause the badly poisoned-effect on any enemy it hits for the duration of one battle. A badly poisoned enemy loses 10 health each turn. Costs 50 gold.
Smoke Bomb – Allows the party to escape the battle. Costs 5 gold.
Fire Bomb – Causes 5 points of fire-elemental damage to all enemies, doubled if the target is weak to fire. Costs 10 gold.
Ice Bomb – Causes 5 points of ice-elemental damage to all enemies, doubled if the target is weak to ice. Costs 10 gold.
Lightning Bomb – Causes 5 points of lightning-elemental damage to all enemies, doubled if the target is weak to lightning. Costs 10 gold.
Water Bomb – Causes 5 points of water-elemental damage to all enemies, doubled if the target is weak to water. Costs 10 gold.
Dirt Bomb – Causes 5 points of earth-elemental damage to all enemies, doubled if the target is weak to earth. Costs 10 gold.
Air Bomb – Causes 5 points of wind-elemental damage to all enemies, doubled if the target is weak to wind. Costs 10 gold.
Floral Bomb – Causes 5 points of wood-elemental damage to all enemies, doubled if the target is weak to wood. Costs 10 gold.
Holy Bomb – Causes 5 points of light-elemental damage to all enemies, doubled if the target is weak to light. Costs 10 gold.GNOMEO'S TOOLSHED

ITEMS FOR SALE (Note: When you buy one, you never have to buy another of the same kind!):
Bedroll – Allows the hero to rest and regain health and ether in a safe place. Costs 5 gold.
Shovel – Allows the hero to dig the ground in search of a treasure. Costs 10 gold.
Pickaxe – Allows the hero to dig through a breakable wall or obstacle. Costs 20 gold.
Magnifying Glass - Allows the hero to see trap triggers. Costs 30 gold.
Telescope – Allows the hero to see far. Costs 40 gold.
Magic Compass - Allows the hero to know the right direction. Costs 50 gold.ANWYL SMOKEBEARD'S SMITHY

ITEMS FOR SALE (Note: Just 50 gold each!!!):
Axe - WP:5; suitable for barbarians, alchemists, beast warriors, infiltrators, regulators and winged warriors.
Bow - WP:5; ranged, suitable for rangers, beast warriors and winged warriors.
Broomstick - WP:5; ranged; suitable for mages, clerics and necromancers.
Club - WP:5; suitable for barbarians, alchemists, beast warriors and infiltrators.
Crossbow - WP:5; ranged; suitable for rangers, beast warriors, infiltrators and winged warriors.
Dagger - WP:5; suitable for mages, rogues, alchemists, harlots, infiltrators and regulators.
Flute - WP:5; ranged; suitable for minstrels.
Greatsword - WP:5; suitable for barbarians, knights, necromancers, beast warriors and regulators.
Halberd - WP:5; suitable for barbarians, knights, dragoons and skirmishers.
Hammer - WP:5; suitable for barbarians, clerics, alchemists and regulators.
Hand Cannon - WP:5; ranged; suitable for rangers and cannoneers.
Lance - WP:5; suitable for knights, dragoons and skirmishers.
Longsword - WP:5; suitable for knights, rogues, beast warriors, skirmishers, infiltrators, regulators and winged warriors.
Mace - WP:5; suitable for clerics, knights, necromancers, alchemists and infiltrators.
Scythe - WP:5; suitable for rogues, necromancers and alchemists.
Shield - WP:5; protective; suitable for knights, dragoons and skirmishers.
Shuriken - WP:5; ranged; retrievable; suitable for rangers, rogues, beast warriors, infiltrators and winged warriors.
Spear - WP:5; suitable for barbarians, dragoons, skirmishers and winged warriors.
Staff - WP:5; suitable for clerics, mages, necromancers and regulators.
Wand - WP:5; suitable for mages and necromancers.
Whip - WP:5; suitable for rogues, necromancers, beast warriors and harlots.
SERVICES AVAILABLE:
Upgrade equipment (+1 point):
Any weapon can be upgraded with this service, adding one point to its power per upgrade. Each upgrade costs the amount of WP the weapon has after the upgrade times ten. For example, when a Sword (WP: 3) is upgraded to a Sword (WP: 4), it costs 40 gold. When an Axe (WP: 6) is upgraded to an Axe (WP: 7), it costs 70 gold. You can also upgrade the SP of shields this way.
You can order several upgrades for your weapon or shield, but the costs will stack. For example, upgrading a Mace (WP: 3) to a Mace (WP: 5) will cost {40 + 50 =} 90 gold.
Merge equipment with an elemental gem:
You need a weapon and an elemental gem for this service. Merging the gem will give the weapon the elemental attribute of the used gem, but the gem itself will not be available to use anymore. A shield can be equipped with a gem as well, granting immunity to the respective element. This service costs 50 gold.
The merging can be undone to get the gem back, but it will cost another 50 gold. Multiple gems can be imbued into one weapon or shield, but they all need to be merged separately.
Mythrilize equipment (+10 points):
You need a weapon or a shield and some Mythril Ore, which is a very rare item, for this service. Forging the equipment with Mythril Ore will increase its power by ten points, but the ore will be expended. This can only be done once to any piece of equipment, and it will be renamed with the "Mythril"-prefix. An adamantine weapon or shield cannot be mythrilized. This service costs 100 gold.
Adamantize equipment (+25 points):
You need a weapon or a shield and some Adamatite Ore, which is an incredibly rare ancient item, for this service. Forging the equipment with Adamatite Ore will increase its power by twenty-five points, but the ore will be expended. This can only be done once to any piece of equipment, and it will be renamed with the "Adamantine"-prefix. A mythril weapon or shield cannot be adamantized. This service costs 250 gold.
FABIAN’S FANTABULOUS FASHION

ITEMS FOR SALE (Note: only two artefacts of a different type can be equipped at once):
Headwear:
Eyepatch - 1/2 chance to prevent blinded-effect. Costs 20 gold. *1 IN STOCK*
Peasant’s Hood – Max. Health +1. Costs 20 gold.
Helmet - Max. Health +1. Costs 20 gold. *1 IN STOCK*
Leather Cap – SP:1. Costs 30 gold.
Winged Helmet - SP:2. Costs 60 gold. *1 IN STOCK*
Tricorne – SP:3. Costs 120 gold.
Pointy Hat – Max. Ether +2, suitable for mages and clerics. Costs 80 gold.
Magical Tiara - Max. Ether +3. Costs 120 gold. *1 IN STOCK*
Sedge Hat - Max. Ether +4. Costs 160 gold. *1 IN STOCK*
Sage’s Mitre – Power +2, Max. Ether +4, suitable for sages. Costs 200 gold.
Thorny Diadem - Power +3 but Max. Health -6. Costs 160 gold. *1 IN STOCK*
Tin Helmet – Protects from confused- and hexed-effects. Costs 80 gold.
Pseudos Hood - Allows damaging undead with physical attacks. Costs 150 gold. *1 IN STOCK*Bodywear:
Leather Armour – SP:1, suitable for barbarians, knights, rogues, rangers, minstrels, cannoneers, dragoons, beast warriors, skirmishers, harlots, inflitrators, regulators and winged warriors. Costs 30 gold.
Sand Worm Hide - SP:2, suitable for barbarians, rogues and rangers. *1 IN STOCK*
Knight’s Armour – SP:3, suitable for knights. Costs 90 gold.
Paladin’s Armour – SP:4, Max. Ether +2; suitable for paladins. Costs 200 gold.
Black Knight’s Armour – SP:4, protects from stunned-effect; suitable for black knights. Costs 200 gold.
Heavy Armour – SP:5, protects from fragile-effect, suitable for barbarians, knights, dragoons, skirmishers and regulators. Costs 230 gold.
Robe of the Magi – SP:1, suitable for mages, clerics, alchemists, chi monks, necromancers and regulators. Costs 30 gold.
Robe of the Archmagi – SP:3, Max. Ether +5, protects from sealed-effect, suitable for mages, clerics and necromancers. Costs 300 gold.
Armour of the Draugr - Max. Health +2. Costs 40 gold. *1 IN STOCK*
Robe of the Pongcanis Champion - Power +1 on the front row, SP:1 on the back row; suitable for barbarians and mages. Costs 60 gold. *1 IN STOCK*Backwear:
White Cloak – Max. Health +3, suitable for clerics and alchemists. Costs 60 gold.
Lesser Ethereal Cloak - SP:1, Max. Ether +3. Costs 150 gold. *1 IN STOCK*
Ethereal Cloak – SP:2, Max. Ether +4, suitable for mages, clerics and necromancers. Costs 220 gold.
Ranger’s Quiver – WP +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators and winged warriors. Costs 20 gold.
Hunter’s Quiver – WP +2 to bows and crossbows, allows the hunter to favour two types at the same time, suitable for hunters, beast warriors, infiltrators and winged warriors. Costs 240 gold.Handwear:
Counterstrike Gloves – After the wearer is struck by a Free Hit, they counter with strength equal to their level. Costs 80 gold.
Pugilist’s Gloves – Power +2, protects from weakened-effect. Costs 80 gold.
Spellbound Gloves – Increases the power of spells by 5, doubled if the enemy is weak to the element. Costs 100 gold.
Sterile Gloves – Protects from poisoned- and badly poisoned –effects. Costs 80 gold.
Sticky Gloves – Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors. Costs 500 gold.Footwear:
Barbarian’s Boots – Changes “Natural Respite” job trait into “Restoration”, restoring full health after every battle; suitable for barbarians, chi monks and beast warriors. Costs 50 gold.
Winged Sandals – Protects from bound- and slowed-effects. Costs 80 gold.Accessories:
Spiked Collar - Power +1. Costs 30 gold. *1 IN STOCK*
Arm-Mounted Shield - Max. Health +1. Costs 30 gold. *1 IN STOCK*
Blessed Amulet – Protects from cursed-effect. Costs 40 gold.
Goggles – Protects from blind-effect. Costs 40 gold.
Heart Locket – Protects from enamored-effect. Costs 40 gold.
Mage’s Muffler – Protects from sealed-effect. Costs 40 gold.
Enchanted Bracelet - Protects from sealed-effect. Costs 40 gold. *1 IN STOCK*
Sandman’s Parasol – Protects from asleep- and fast asleep –effects. Costs 80 gold.
Shackles of War – Prevents anyone from fleeing battles. Costs 20 gold.
Snake Eye Charm – Protects from petrified-effect. Costs 40 gold.
Trendy Handbag – Protects from whichever bad effect was last inflicted in battle to someone else. Costs 200 gold.
Witch’s Talisman – Makes the witch’s poisoned attacks cause the badly poisoned-effect instead; suitable for witches. Costs 400 gold.SERVICES AVAILABLE:
Merge an artefact with a gem or a scroll for added protection:
Any artefact can be imbued at this store with elemental gems or effect scrolls. Merging will give the artefact an added power to protect the wearer from the element of the gem or the effect of the scroll during battles. The gem or scroll will not be available for use after being merged. This service costs 50 gold.
The merging of gems can be undone at the price of another 50 gold, but scrolls cannot be recovered.
Sell artefacts for resale:
Any artefact can be sold to Fabian, and he will add said item to his stock. The seller must name their price, and Fabian will either accept it or make a counter offer. The sold artefact will be put on sale for twice the price that Fabian paid for it.
Note that artefacts permanently sold by Fabian can be automatically sold back to him for half their original price.






































