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Northern Isles Items (games 1-9)

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The artifacts are as follows. Note that all artifacts have a value of 40 coins.

 

Crystal Spire: Target an item or artifact. Will learn a role that has that item or artifact. Does NOT count as an ability use, but can only be used once per day.

Flaming Sword: If you have a physical attack type, you can specify to use this with your attack. Your attack then becomes magic.

Fury Crossbow: When you attack someone with this, your skill is treated as power and your attack is physical.

Holy Symbol: When used, it has an effect depending on your role. You may only use it once except to break Gladwell's geas. Also, if you are under Gladwell's geas and he is dead, the Holy Symbol will break your geas instead of its normal ability. The effects are given below. The holder cannot be harmed by Vahkos' spirits.

Ring of Magery: When held by a magic user, in any attack your opponent will be inflicted with the vulnerable status (remove any immunities for 24 hours).

 

Adventurer: Reveals identity of one of your targets (random).

Aimee: Not applicable.

Alchemist: Grants you two free different potions of your choice into your shop. Limit on Knowledge Brew applies.

Anama Hunter: All Anama members are cursed for 24 hours.

Anama Priest: Gives a bonus Anama member toward your victory condition.

Bound Servant: If Gladwell dead, removes your geas.

Craftmaster Strine: Can make one additional item when its energy is used.

Darkside Blademaster: Grants you resistance for 24 hours.

Darkside Mage: Grants you protection for 24 hours.

Dionicio: Reveals the target list of the Darkside Loyalists.

Domont: Reveals identity of one of your targets (random).

Empire Spy: Reveals identity of one of your targets (random).

Fae: No effect.

Gladwell: Identifies all players who may join you.

Infiltrator: Reveals identity of one of your targets (random).

Machrone: Decreases the number of questions you must answer by one.

Micklebur: Indicates all players who may join the Anama.

Nephil Activist: Get a free item (not an artifact) of your choice from the moderator shop.

Oliver: Gives a +10 coin bonus for your victory condition.

Pure Spirit: Revive a target from the dead.

Ronaldo: Reveals identity of one of your targets (random).

Sacred Item Cultist: Gives the roles of everyone who possesses an artifact, but not which ones.

Shanker: Everyone is warded for 24 hours.

Trickster: Switch the immunity and attack type of one player with another for the next 24 hours. Must specify both players with the use.

Vahkos: Not applicable.

 

The items are as follows. The value of the item is listed in parentheses after the item.

 

Antidote: (10) Cures poison. If you are hit with a poison attack and would have died, you will recover from the attack. The battle proceeds normally otherwise.

Box of Traps: (30) In place of one of your other abilities, you may target an individual. You place traps that last 24 hours around this person's house. Anyone who targets that individual is killed independent of skill, immunities, or any other kinds of protection.

Chitrach Eggs: (40) When used, anyone who attacks in the next 24 hours (except you) has a 50% chance of being attacked by a chitrach instead. Has standard skill, poison attack, and normally gets the first strike.

Clover Boots: (10) Item is not used. If you are attacked and die, you have a 25% chance of recovering. The boots lose their power after this.

Disruption Crystal: (20) Target an individual in place of one of our abilities. Any action that person does in the next 24 hours will fail.

Focusing Orb: (20) When used by a magic user, that magic user will get always get the first strike for the next 24 hours.

Heroic Brew: (30) For 24 hours, your skill becomes power. Does NOT count as an ability use.

Infiltrator Cloak: (20) Steal a random item (not an artifact) from a target. Cloak's power fades after one use.

Ironskin Balm: (30) If you apply this, changes your immunity to physical for the next 24 hours. Does NOT count as an ability use.

Ivory Skull: (10) Item is not used. If someone targets you with their ability, you will be made aware and that person is cursed. The skull loses its power after this.

Killer Poison: (20) You may attack someone with this item. When you do, your attack is poison. Normal battle rules apply.

Knowledge Brew: (30) If you drink this, one random person's role will be revealed to you. Does NOT count as an ability use.

Mystic Symbol: (10) When used by a magic user, that magic user gains the protected status for the next 24 hours.

Null Bug: (30) Target is surrounded by antimagic for the next 24 hours. Any magic attack, status effect except poison, or ability by a magic user will fail.

Poison Potion: (30) Target is poisoned and will die in 24 hours if not cured.

Razordisk: (20) If used on an enemy, has a 50% chance of hitting the target with a physical, standard skill attack. The person attacked will not know who attacked them, but will know they were attacked. If used on a non-enemy, will always miss.

Resistance Elixir: (20) If you drink this, changes your immunity to magic for 24 hours. Does NOT count as an ability use.

Rod of Alacrity: (30) Use this while doing another action. This action does not count towards the 24 hour waiting period, so you may do another.

Smoky Crystal: (30) Can be used only by a magic user in conjunction with an offensive attack. Automatically kills any non magic user target with a powerful mental attack unless the target has the protected status. Using it on another magic user will cause the death of the user.

Skribbane: (10) May only use on yourself. For the next 24 hours, your skill becomes power and you will always get the first strike. Thereafter, any action you do will have a 50% failure rate due to withdrawal unless you have taken Skribbane in the last 24 hours. The Skibbane Addict is immune to withdrawal. Does NOT count as an ability use.

Tinker's Gloves: (10) If you use an action on someone who is trapped, you will disarm the traps. Gone after one use.

Vulnerability Scroll: (20) In place of one of your other abilities, you may target an individual. The target loses any immunities for the next 24 hours.

Wand of Death: (40) In place of one of your other abilities, you may target an individual. The individual is killed independent of skill, immunities, or any other kinds of protection.

Warding Crystal: (20) You may target an individual, including yourself. The target is immune to being attacked for 24 hours. Does NOT count as an ability use.

 

Items that count as offensive use are: Box of Traps, Disruption Crystal, Infiltrator Cloak, Poison Potion, Razordisk, Smoky Crystal, Vulnerability Scroll, Wand of Death.

 

The following items/artifacts may be used defensively: Flaming Sword, Ironskin Balm, Heroic Brew, Killer Poison, and Resistance Elixir.

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For some items, you did not specify whether or not using them counts as an ability use. Excluding ones where your intent seems obvious, you did not specify this for the Chitrach Eggs, Infiltrator Cloak, Poison Potion, or Razordisk. Which is it?

 

Also, what is the significance of "offensive use?"

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I believe the rules say that any item used offensively counts as an action. I clarified which items these are.

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If you've already used the Holy Symbol, can you no longer break Gladwell's geas?

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I seem to recall from somewhere that the answer is "no" and you can use the Holy Symbol a second time to break the geas... but I'm not sure.

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Originally Posted By: Donald Hebb
When you say "may join the Anama," does that exclude those players who are Anama members by default?


Mickelbur starts the game knowing who the Anama Priest is, so he doesn't need to learn that.

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I'll allow you to use the Holy Symbol a second time to break the geas.

 

There is a list of roles given of roles who may join the Anama. Using the Holy Symbol gives the list of players.

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Changed the Assassin Leather to the Ring of Magery. Also added the Focusing Orb and the Smoky Crystal.

 

EDIT: Also added the Mystic Symbol item.

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What does the holy symbol do for the alchemist now that we got rid of alchemicals? Does it simply allow the alchemist to make two more potions?

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Good point. I'll review it and come up with something.

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