Marketplace

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Revision as of 00:48, 22 February 2019 by Pokes (talk | contribs) (Enacting "Flying around")
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List of Items

Coins

Fashioned out of pure copper, these are the official currency of the entire civilized world.

  • Trades:
    • 1 bat wing → 3 coins
    • 1 bone → 15 coins
    • 1 monster guts → 20 coins
    • 1 Meat → 5 coins
    • 1 Small Tusk → 2 coins
    • 1 Small Tusk + 10 coins → 1 Carving Knife
    • 1 Monster Bone + 15 coins → 1 Bone Club
    • 2 bat wing + 50 coins → 1 Flying Boots

Bat Wing

Thin and delicate, these wings are rather easy to salvage. They’re not extremely useful, but they fetch a decent price.

  • Trades:
    • 1 bat wing → 3 coins

Monster Bones

Famously dense, monster bones are great for making weapons and for fertilization.

  • Trades:
    • 1 bone → 15 coins
    • 1 Monster Bone + 15 coins → 1 Bone Club
    • 2 bat wing + 50 coins → 1 Flying Boots

Monster Guts

They look and smell disgusting, but if you can stand the scent long enough to get them to a trading post, they’ll fetch a high price, as many see them as a delicacy.

  • Trades:
    • 1 monster guts → 20 coins

Carving Knife

A handy tool for butchers and hunters alike.

  • Attack Power: 1
  • Trades:
    • 1 Small Tusk + 10 coins → 1 Carving Knife

Small Tusk

“A pointy tooth, not particularly impressive, but a useful material to some tool makers.”

  • Trades:
    • 1 Small Tusk → 2 coins
    • 1 Small Tusk + 10 coins → 1 Carving Knife

Meat

“A tasty source of protein from a monster of the less sentient variety.”

  • Trades:
    • 1 Meat → 5 coins

Bone Club

A weapon-smith can carve a club out of bone. Because they’re incredibly heavy, they really pack a punch.

  • Attack Power: 3
  • Trades:
    • 1 Monster Bone + 15 coins → 1 Bone Club

Shriek

“An enchanted shriek that can be captured in a jar. It grows louder and more chilling with each surface it echoes off.”

  • Attack Power: 3
  • Destroy after use
  • Can only be used by an Adventurer in Dank Cave or Labyrinthine Canyon

Flying Boots

“A pair of magical winged boots.”

  • An Adventurer in possession of these boots has their TP set to 2 on a Respawn.
  • Trades:
    • 2 bat wing + 50 coins → 1 Flying Boots