If you see an item which is in stock and which you would like to purchase, you can buy it on the updates board provided you have enough doubloons.
Character Edits/Additions
| Assigns a random power, familiar or defect removal to your character (like a coin, but no choice what you get from it). A coin must be paid to reverse the effects of the player doesn't like them, so use this item wisely. | |||
| Allows you to change the name or gender of your fairy or familiar. | |||
| Removes one physical defect from your character. | |||
| Changes the form of an existing familiar into your choice of an ordinary familiar form. | |||
| Can be traded for a mythical or extinct familiar. Please note that mythical familiars have no magical powers. | |||
| Can be used to upgrade your mythical familiar to a magical one, if the familiar should be inherently magical anyway. One voucher = one magical power for your familiar. | |||
| Removes one genetic disorder from your character. | |||
| Assigns a random number of points to your character. | |||
| Removes one magical trait from your character. | |||
| Removes one psychological disorder from your character. | |||
| Removes one physical trait from your character. |
| Can be traded to obtain a "special" baby when breeding. The "special" baby may be born with an exceptional power or amount of powers, or be unique in some other way. | |||
| Guarantees live twins. | |||
| Guarantees a live child with no defects, psychological disorders or genetic disorders. | |||
| Enables the player of the mother to completely control the length and side-effects of the pregnancy. | |||
| Use to skip pregnancy; your pregnant character will give birth instantly. | |||
| Creates a baby with two NPC parents, who will be listed as "Unknown" in the database. An orphan story is provided. | |||
| Allows you to choose the eye colour of your child. | |||
| Allows you to choose the hair colour of your child. | |||
| Allows you to choose the skin colour of your child. | |||
| Guarantees a random power for the baby. Maximum 3 can be used on one baby. | |||
| Guarantees that your baby will have no powers at all. | |||
| Guarantees your character will have a live child when they reproduce. | |||
| Guarantees a live single child. | |||
| Guarantees a random trait for the baby. Maximum 3 can be used on one baby. | |||
| Guarantees that your baby will have no physical traits at all. | |||
| Guarantees live triplets. | |||
| Guarantees a live female child. | |||
| Guarantees a live male child. |
post enhancers
| Drink to induce a slow-acting poison with the power to override magic. Warning: cannot be stopped by any magic, including healing/divinity. Can be stopped with purifying water. Takes 24 hours to kill. 1 use only. | |||
| Consume to temporarily receive the unique power "divine mimicry", which gives your character divinity if they are near enough to a divine character. Effects wear off after about an hour. Note that being near a character with uncontrollable divinity will give yours uncontrollable divinity. 1 use only. | |||
| Divine character must drink or become submerged in to have their divinity temporarily knocked out. Effects wear off after about 20 minutes. | |||
| Activated by a combination of saliva and oxygen. Chew, then spit at an item or enemy to give it/them a mild electric charge. 5 per pack, 1 use each. | |||
| Once lit, the Everlasting Candle cannot be blown out and will never reach the end of its wick. | |||
| Consume to be able to breathe fire. Effects wear off after 3 hours. 1 use only. | |||
| Consume to be able to adopt elemental control of earth. Effects wear off after 3 hours. 1 use only. | |||
| Rub over external wounds to close them. Will not help with internal wounds. 10 uses. | |||
| Drink to return to full health. Can be used on otherwise incurable diseased/fatal wounds. 1 use only. | |||
| Rub over an area of the body to prevent wounds. For complete immunity, total immersion required. Effects wear off after 2 hours. 1 use only. | |||
| Throw to invoke instant darkness. No light source (including divinity) can penetrate. Effects wear off after 10 minutes. | |||
| u wish to become invisible. Total immersion required for total invisibility. Effects wear off after 2 hours. 1 use only. | |||
| Drink to learn a new skill in a fraction of the time. Effects wear off after 24 hours. | |||
| Person you wish to fall in love with you must drink. Effects wear off after 24 hours. 1 use only. | |||
| Drink to become lucky. Effects wear off after 12 hours. 1 use only. | |||
| First-class travel with the magic carpet. | |||
| A blank piece of paper most of the time, it will draw a map which will lead you to your heart's desire if you tell it your wish. | |||
| Most accurate form of divination. When used correctly will give the user some information about the future. 1 use only. | |||
| Drink to adopt the appearance and voice of another character. Requires a piece of DNA from that character. Effects wear off after 1 hour. 1 use only. | |||
| Your character could squish an elephant in there and still sling it over their shoulder, light as a feather! | |||
| Drink to rid the body of poisons. The only substance which will save a person who has taken basilisk venom. 1 use only. | |||
| Allows the temporary power of scrying. 1 use only. | |||
| Allows a one-off communication with one deceased person for approx 15 mins. 1 use only. | |||
| Drink to become a sexual magnet. Effects wear off after 12 hours. 1 use only. | |||
| Can be used to unlock any lock. | |||
| Enables your character to do any one thing for one action. | |||
| Drink for a one-off teleport out of anywhere. Overrides magical restrictions, even divinity. 1 use only. | |||
| Person you wish to hear the truth from must drink. Effects wear off after 24 hours. 1 use only. |
exploration items
| Drink to remove the need to defecate/urinate. Effects wear off after 1 week. 1 use only. | |||
| It points north. What did you expect? | |||
| Hires a 20 sailors to accompany you on your high seas expedition. 1 use only. | |||
| Produces an unlimited supply of basic food. Combine with water carrier to produce a permanent alternative "survival kit". | |||
| Drink to remove the need to have food. Effects wear off after 1 week. Combine with hydrationlock potion to produce an alternative "survival kit". 1 use only. | |||
| Drink to remove the need to have water. Effects wear off after 1 week. Combine with foodlock potion to produce an alternative "survival kit". 1 use only. | |||
| Hires a single person to accompany you on your exploration. 1 use only. | |||
| A large wooden ship designed to carry up to 30 people. Ideal for deep water sailing but cannot be kept in shallows. | |||
| If you can't afford your own ship, lease one! 1 use only and must be returned in good condition. | |||
| A map of Shaman. | |||
| Scans the immediate environment (up to 50 metre radius) for signs of magical spells, barriers or enchantments. Can also detect nearby fairy forts and divine characters but not track their whereabouts. | |||
| Can perform a wider scan than the standard Omni Scanner (up to 5 mile radius) for signs of magical spells, barriers or enchantments. Can also detect and track whereabouts of any fairy forts or divine characters within a 20 mile radius. Omni Scanner Plus also has DNA memory; if injected with the DNA of a particular character, it can in future scan an enchantment and determine if that character cast it. | |||
| Can stabilise an environment by completely removing all magical traces, spells, barriers or enchantments, including those cast by a divine character, unless the divine character is present and actively trying to combat the Omni Stabiliser (god vs computer = god wins). Does not affect characters' powers; only wipes the magic of inanimate objects. NOTE: Cannot detect enchantments. Omni Scanner or Omni Scanner Plus is required for this. | |||
| A wooden sailing boat. Not ideal for sailing in very deep waters far from land. | |||
| If you can't afford your own boat, lease one! 1 use only and must be returned in good condition. | |||
| Drink to remove the need to sleep. Effects wear off after 1 week. 1 use only. | |||
| Contains first aid kit and sustenance for 5 days. 1 use only. | |||
| Produces an unlimited supply of water. Combine with food bag to produce a permanent alternative "survival kit". |
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