Harper Region is temporarily a private site! Registration is temporarily disabled due to big site updates and due to both admins' life schedules -- moving and degree completion and internships. :) If you need to set up a new account or really, really, really want to register, email Rosalie at orosaliearto@gmail.com with "Harper" in the subject line !

Welcome to Harper Region

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Character Count: 101
Ml: 48 - Fml: 51 - Oth: 2
OR - 14 | R - 17 | H - 47 | G - 23

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Weather Conditions

Season: Autumn

With the cooling season of Autumn, Ice-types are starting to re-emerge from their hibernation as Ghost-, Normal-, and Flying-types swarm in the largest numbers they will all year. In comparison, wild Fire- and Bug-type populations are falling in number. The migration of Flying-types to the south in search of warmer weather has also started, as Istin City starts to re-freeze and Autumn marks the beginning of Cypwater Point's rainy season. Handlers and Rogues alike should be wary: Ghost-type powers are boosted during this season, at the cost of being more prone to their triggers.

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 Special Items
Rosalie
 Posted: Jul 31 2012, 12:07 AM
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Item Index
In the Harper Region, sometimes you may happen across an item you've never heard of, or one that is slightly different than similar ones in the game. These items are considered special and are typically only obtained through promos/events or as a reward for a high-level mission IC. If you receive an item you do not recognize, please check this thread for details. It will be updated as we add more of these types of items.

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Chase
 Posted: Jun 23 2017, 07:00 PM
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Johann Schnee | Chase Redwood (Retired) | Oliver Spearow (Retired)

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Emulation Gear
    Similar to elemental gear, these items have been tampered with by the Mage's Guild to emulate certain pokemon moves. They respond only to human touch so pokemon may not use them. First invented during the Schism, Emulation Gear are quite rare but are growing in popularity, especially among those who are less skilled handlers or those who want the benefits of a certain pokemon without capturing it themselves. Suspicion still surrounds them due to their sheer magicalness, but people are starting to look the other way.


    Shields
    • King's Shield: A shield that when struck causes the opponent to lose strength, weakening their physical strikes.
    • Crafty Shield: A shield that creates a barrier around the user preventing status moves.
    • Flower Shield: A shield that permeates an aura that increases the durability of surrounding flora, pokemon included.
    • Mat Block: A shield that applies an individual barrier to all allies at the beginning of a battle. After taking damage, the barrier disappears and does not reappear until the next skirmish.
    • Spiky Shield: A shield that causes damage to the opponent when protecting from attacks.

    Polearms/Staves
    • String Shot: A wand that shoots out sticky webbing.
    • Flash: A wand that illuminates dark places.
    • Confuse Ray: A wand that fires a strange beam that causes confusion.
    • Searing Shot: A staff that fires a stream of embers from its tip. May cause burns.
    • Discharge: A staff that releases an electric charge. May cause paralysis.
    • Psybeam: A staff that fires a peculiar ray of psychic energy. May cause confusion.
    • Bubblebeam: A staff that fires a forceful spray of bubbles. May lower the speed of those caught in its attack.
    • Signal Beam: A staff that fires a continuous beam of light. May cause confusion. Can be seen from far away.
    • Energy Ball: A staff that fires power drawn from nature. May lower the target’s special defenses.
    • Ice Beam: A staff that fires an icy-cold beam of energy. May cause freezing.
    • Power Gem: A staff that fires a ray of light that sparkles as if they were made of gemstones. May cause flinching.
    • Icicle Spear: A magically enhanced spear whose point shoots out icicles.
    • Drill Peck: A magically enhanced spear whose point acts as a drill.

    Miniature Cannons
    • Hydro Pump: A miniature cannon that sprays a surge of water at its opponents.
    • Zap Cannon: A miniature cannon that fires an electric blast at its opponents.
    • Flash Cannon: A miniature cannon that shoots pieces of magic metal at opponents
    • Spike Cannon: A miniature cannon that shoots out sharp spikes at opponents
    • Rock Blast: A miniature cannon that hurls out hard rocks at opponents
    • Octozooka: A miniature cannon that sprays out ink at opponents. May cause accuracy loss.
    • Poison Gas Bombs: A miniature cannon that shoots out bombs filled with poisonous gases.
    • Mud Bombs: A miniature cannon that shoots out hard packed mud balls.
    • Egg Bombs: A miniature cannon that shoots out large rotten eggs.
    • Magnet Bombs: A miniature cannon that shoots out steel bombs that stick to targets.
    • Seed Bombs: A miniature cannon that shoots out a barrage of hard shelled seeds.
    • Sludge Bombs: A miniature cannon that shoots out unsanitary globs of sludge.

    Blunt Weapons
    • Crabhammer: A large pincer-shaped weapon that land critical hits easily.
    • Wood Hammer: A sturdy hammer made of wood used to heavily slam targets. Causes excessive blunt force, but constant use puts a strain on the user.
    • Heart Stamp: A hammer with a heart shaped face. Hitting an opponent may cause flinching.
    • Beat Up: A club that does more damage when surrounded with more allies.
    • Needle Arm: A club covered in needles. The thorns cut deep into an opponent’s skin. May cause flinching.
    • Bone Club: A club made out of magical bone material that may cause flinching.

    Fans
    • Air Slash: A magical fan that creates razor-like winds with a single wave.
    • Bug Buzz: A magical fan that creates damaging sound waves when waved. Can dissipate psychic attacks.
    • Tailwind: A magical fan that creates a turbulent gust only felt by allies. Ally travel speed increases immensely.
    • Defog: A magical fan that blows away obstacles such as Reflect, Light Screen, Fog, etc.

    Coats
    • Magic Coat: A physical coat that when worn will reflect back any non-physical ailment thrown at the user.
    • Phantom Force: A thin ethereal coat that grants the wearer ghost-like properties. Physical attacks such as punches and kicks faze through, but weapons will still hit.
    • Water Sport: A light coat that grants the wearer protection from fire.
    • Mud Sport: A thin coat imbued with mud that grant the wearer protection from electricity.
    • Camouflage: A coat with properties that allows the wearer to blend in with their surroundings.

    Spectacles (small)
    • Lock-On: Spectacles with a special homing reticle that allow the user to aim perfectly. Must be recalibrated every few minutes to be successful.
    • Glare: Spectacles with the ability to temporarily paralyze anyone who makes eye-contact with the user.
    • Foresight: Spectacles that allow you to see through illusions.
    • Charm: Spectacles that automatically increases a person’s charisma when worn, making the user less likely to be attacked.
    • Dream Eater: Spectacles that allow you to see someone else’s dreams.
    • Scary Face: Spectacles that when worn, intimidates the people around them causing them to move more slowly around you. Also causes them to be more cautious.
    • Calm Mind: Spectacles that keeps the wearer in a peaceful emotional state when worn, even during the most stressful and distressing times.
    • Future Sight: Spectacles that when worn allows the user to see the lifespan of living things as a number above their heads.


    Tags (small)
    • Destiny Bond: A tag that can be planted on another person. Any damage taken will also be felt by the tagged person
    • Nightmare: A tag that can be planted on another person. The tagged person will experience continuous nightmares when asleep.
    • Disable: A tag that can be planted on another person. The tagged person’s senses will temporarily shut down.
    • Follow Me: A tag that can be planted on another person. All pursuers will instantly follow the tagged person.
    • Skill Swap: A tag that can be planted on another person. Temporarily switch aptitudes with the tagged person. User loses all knowledge of the traded aptitude but gains a new one from the target in return with skill equal to the target’s mastery.
    • Amnesia: A tag that can be planted on another person. Everything that happens while the tag is planted on the person will be forgotten when the tag is removed. The person will have no recollection of what happened.

    Locks (small)
    • Fairy Lock: An enchanted padlock that when closed creates a room where no one can leave it around the user.
    • Heal Block: An enchanted padlock that when closed creates a room where all healing is nullified.
    • Embargo: An enchanted padlock that when closed creates a room where no items can be held. Touching an item will instantly cause it to slip from your hands.
    • Trick Room: An enchanted padlock that when closed creates a room where speed is inversed. Fast objects move slowly and slow objects move quickly.
    • Electric Terrain: An enchanted padlock that when closed creates a room where no one is able to fall asleep
    • Grassy Terrain: An enchanted padlock that when closed creates a room where the stamina and strength of everyone in the room is slowly revitalized over time.
    • Misty Terrain: An enchanted padlock that when closed creates a room where all status conditions are healed immediately
    • Mist: An enchanted padlock that when closed creates a room filled with mist, obstruction vision.
    • Gravity: An enchanted padlock that when closed creates a room with greatly increased gravity. All levitating pokemon and flying pokemon are grounded.


    Miscellaneous (small)
    • Heal Bell: A physical bell whose ring can heal ailments.
    • Grass Whistle: When played could cause sleep to surrounding units
    • Magical Leaf: A leaf-shaped dagger that homes in on opponent’s when thrown.
    • Substitute: A magical doll that steals energy from the user in order to activate. Once activated, any enemy in the area will instantly focus their attention on the doll.
    • Echoed Voice: A small box that when held against the throat allows the user to send out their voice as if using a megaphone.
    • Baton Pass: A set of two batons that allow one baton holder to teleport to the other’s location. Whisper the word ‘pass’ and the user will initiate the teleport
    • Belly Drum: A small drum fashioned into a belt. When struck, the wearer exchanges stamina for a large boost in strength.
    • Aqua Ring: A bracelet when worn, will revitalize the wearer every few seconds.
    • Grass Knot marble: Hurling one to the ground will cause a Grass Knot to pop up and trip an opponent; the move's weight gimmick applies

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Rosalie
 Posted: Jul 3 2017, 11:36 PM
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Elemental Gear
Elemental magic technology was first discovered in the ruins of the Pennant Isles in ancient armor and weaponry that remained in tombs and the shattered remnants of what buildings could be found. These items were studied extensively by the Mages' Guild and at long last were able to be reproduced, although at great cost. As such, these types of gear are extremely rare and powerful. Stories and tales of them and their powers have spread throughout the region since their discovery and subsequent recreation, so today you would be hard pressed to find someone who had not heard of their existence. Getting your hands on one, though, is another matter.


Properties by Element
Bug
  • Armor - Sticks opponents’ weapons to it -- greater chance for breaking a foe’s weapon or wrenching it out of grip. For boots/gloves; supernaturally enhanced climbing abilities.
  • Weapons - Very light but causes impact areas to swell similar to a severe allergic reaction. Chance of causing poison or paralysis to a foe. Wounds hurt significantly more than normal.
Dark
  • Armor - Prevent any psychic interference, allows the wearer to more easily blend in/hide in darkness and shadows or move stealthily.
  • Weapons - Cut through illusions and are more likely to strike a major organ/injure critically. Bite deeper than normal weapons more easily. Brittle. May be harder to see coming.
Dragon
  • Armor - Hyper Resistant to all special attacks except ice, fairy, or dragon (i.e, fire, water, grass), will not puncture or break, but will dent.
  • Weapons - Never dulls or breaks, impressive/intimidating colors. Makes the wielder appear much more powerful than they are. Strikes far more powerfully than the wielder could normally hope to ever achieve with the aid of a shock wave on impact -- but has a 50% chance of backfiring on the attacker. Will always have a kickback type of recoil.
Electric
  • Armor - Delivers a mild electrical shock on contact with a metal weapon, a powerful one if punched -- response is proportional to force used in each case however
  • Weapons - Potential to paralyze a foe, cauterizes wounds on impact. The weapon gets lighter and more potent (may become imbued with actual crackling electricity) upon being hit with an electric-type attack.
Fairy
  • Armor - Make the wearer appear more charming/persuasive, less intimidating. Resistant to dragon, bug, dark, and fighting-type attacks/weapons, but not very strong.
  • Weapons - Can cause Mega-Evolution in compatible species without the need for a stone. If it’s big enough to hit a dragon, it’ll hurt a dragon.
Fighting
  • Armor - Allows the wearer to withstand more blows and roll with the punches and shrug off impacts. Minimizes shock and allows for full range of motion, although it is not nearly as flexible as other types like grass and water. Gloves grant increased physical strength.
  • Weapons - Increased physical strength, blunt blows are far more effective, much harder to dodge.
Fire
  • Armor - Think “Flame Body”; may cause burn on contact, and is otherwise durable against other fire-types, grass-types, bug-type attacks, and may even cause weapons’ edges to melt and dull on contact if it is of good enough make. Wearer not at threat of overheat; great for volcano explorations
  • Weapons - Like wielding a heated brand. Will, similarly to armors, dull and/or melt the edges of other weapons when clashed. Causes burns when it comes into contact with another surface. Does not withstand water-type or ground, or rock-type attacks very well.
Flying
  • Armor - Dramatically lowers the wearer’s weight, allowing for greater speed of movement, higher jumping capability and/or very lightweight for its strength -- feels like wearing unbendable paper. Could also allow the wearer to fall from high distances without sustaining much damage.
  • Weapons - Very lightweight, even the heaviest could be wielded by a youngster or petite person. Allows for high speed blows and speeds up reaction time and attack time beyond normal human capabilities. Endless arrows.
Ghost
  • Armor - Boots will silence movement. General armor may allow a person to avoid any damage from normal weapons (50/50). Gloves may allow the wearer to reach through solid barriers very slowly.
  • Weapons - Has a chance to phase through armor and attack as though the target were wearing nothing. (50/50) May also cause a wound to fester. Ghost-curse: the weapon has a chance of causing a blinding flash of negative emotions when it finds its target. Alternatively, certain weapons can imbue the user/the weapon itself with better power when it is being used to attack an opponent who is undergoing negative emotions.
Grass
  • Armor - Like water type armor, grass type armor is always very flexible. It can also have minor healing powers in bright sunlight when combined with clean, fresh water. Allows the user to have increased evasion. Also allows users to blend into forests and grassy-terrained background with ease. Very flammable, mind. May entangle opponents’ weapons when struck, shields may be planted to form a ‘wall’.
  • Weapons - Potential for a cut to cause a burst of shrapnel-like splinters of wood to create a ripping wound not dissimilar to a burst of bird shot. Some weapons may cause vines or thorns to envelop a foe or create a living wall (arrows/bombs)
Ground
  • Armor - Immediately stops any and all electric type moves and attacks in the vicinity, very strong armor and durable, but heavy. Also prevents the user from being blown or driven back as easily -- plants the wearer in place should they wish it. Boots may have the ability to cause a small Earthquake when the user jumps or stomps.
  • Weapons - Lightningrod-like ability. A hammer may cause Earthquake if slammed hard enough, too. Otherwise, all weapons are heavy-hitters, blunt-forced if simple-looking. They may also cause the opponent's balance to be thrown off for several seconds after the blow.
Ice
  • Armor - May freeze foes’ weapons or cause frostbite to enemies, potentially shattering a weapon if it is not of good quality or if it has some strain/wear and tear. Keeps one cool in the heat. Shoes allow user to traverse on iced-over, slippery surfaces with ease. (Over frozen bodies of water, especially.)
  • Weapons - Bows splinter the arrow into a dozen ice shards that rain down on the enemy. Ice staffs that freezes everything its end slams against. A sword may be extremely sharp and cold, causing frostbite upon contact. Brittle.
Normal
  • Armor - Increased chance of surviving an injury that could prove fatal, increased endurance, deflects attention from the wearer. Appears to look the same as other armor. Protects users from ghost-type attacks (even triggered ghosts) and maybe ghost-type weapons as well.
  • Weapons - Appears to look the same as normal weapons. Untraceable by pokemon or magic due to a pointed generic-ness, and effective on every other type except ghost, steel, and rock as if the opposing armor were plain armor. Thrown weapons may return to the owner’s hand.
Poison
  • Armor - Protects users from being poisoned or suffering too much from ill effects caused by spore attacks. Poison shoes wilt the grass the user walks on. May release a substance on impact that eats through weapons, amour, and/or skin like acid.
  • Weapons - Poisoned blades; cause wounds to become infected or can potentially give a foe a disease even if they walk away. Rumored to have been plague-causing in olden days. Can be flesh-eating.
Psychic
  • Armor - Grants the user the ability to focus easily on a battlefield. Prevents them from flinching or feeling overwhelming panic (Spell easily broken by dark-type or ghost-type attacks). Allows the user a good defense against fighting-type attacks, which will rebound and/or be “predicted” a second before it hit. Certain items may allow the wearer to feel echoes of the opponent’s thoughts/emotions upon contact.
  • Weapons - Delivers mental shocks when the weapon makes contact. Not unlike the use of Confusion or Psyshock, in some weapons. May actually cause the confusion status if hit.
Rock
  • Armor - Protects users from being critically hit. Sturdy defenses prevent the wearer from feeling most of the impact of a blow; will neutralize all flying-type attacks that come into contact with it. Can chip and crack fairly easily and so must be repaired with natural materials frequently (although this is not difficult). Heavy.
  • Weapons - A rock-enchanted crossbow will immediately down a flying-type it hits/grazes. Weapons will have an impact disproportionate to their sizes, and will cause significant bruising over an area far larger than the blade/contact surface of the weapon.
Steel
  • Armor - Allows more flexibility and durability than common steel armors; insulates and withstands against most elements without affecting the person beneath as much
  • Weapons - Is very durable against normal fire; does not break or dull easily at all. Against a powerful fighting-type attack or a blast of fire, however, it may break/melt
Water
  • Armor - Allows users to breathe in the water/swim well even if they don’t know how to swim/great mobility underwater and resists fire-type attacks on land, may possess some minor healing powers when exposed to water, like the ability Hydration or Storm Drain. Beware; it conducts electricity a bit too well. Alternate effect: Extreme flexibility; any Water type armor moves like cloth.
  • Weapons - Wide Area of Effect (shattering arrows that spray a whole area, etc) and is able to absorb blows better - less jarring on the wielder. If struck in the face, may cause drowning.


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Branson - - + - - Rohesia
« Pr & Tr » - - * * * - - « Pr & Tr »

(Sprites by Mackay)
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Rosalie
 Posted: Jul 3 2017, 11:39 PM
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Evolution Stones:
These stones, long since known to be able to trigger evolution within certain pokemon which come into contact with them, are also known to be rare in the wilds. Most handlers prefer to obtain them via the General Shoppes for a reasonable sum of money, but for the braver and more adventurous ones finding them in the wilderness in their most natural environment is but a harder - but entirely possible - challenge.
  • Dawn Stone
    These gem-like, blue stones that sparkle like eyes in the sun are most often found on the eastern beaches of Harper, in the nicest sunny places one could think of. They are washed ashore by the currents, and nobody can quite tell whether or not they formed in the depths of the sea or if they came from some stranger lands.
  • Dusk Stone
    Known for its mysterious - and often regarded as unholy or twisted - powers to warp ghost- or dark-types into a stronger form, they almost solely exist in the deepest, darkest caverns or tunnels in Harper. They are also known to appear near sites of tragedy or past horrors, like an old battlefield or the house where a brutal murder had happened. Why, some old folks even sometimes associate the dwelling place of a yamask with there being a Dusk Stone somewhere nearby. There had also been myths of murkrows circling somewhere a dusk stone is likely to be located, for they are often remarked to relish in the stench of flesh (and attractive stones). Again, however, these are but myths made up by laypeople who knew no better, or true hunters who wish to misdirect possible competition.
  • Everstone
    Unlike many of the stones in this category, everstones work backward - they prevent evolution in pokemons. There is no one place where everstones had been observed to be found constantly near, and they appear all over the region in the randomest of places, either discarded there by handlers who longer saw any uses in them, or by some other means that are unknown to the general populace.
  • Fire Stone
    Just as its name suggested, the fire stone can cause changes in the DNA level to some fire-type pokemons and trigger them to evolve into something more powerful. Due to its nature, fire stones are most often found in the Crescent Range and near Navdia. Its locations are not as agonizingly hot as, say, a magmarizer, but it is definitely not going to be an easy trip for those who are too comfortable in cold weather.
  • Leaf Stone
    As benevolent as the grass-types who it aids in evolution, finding a leaf stone is possibly one of the least taxing treasure hunts. Noted locations where these ordinary-looking pebbles which happen to hold mysterious power appeared are often in deep woods like Edgewood, in the groves in heavily forested areas, and in the great pine forests at the foot of Istin Mountain and around Harper's Pass.
  • Moon Stone
    Long associated with something out-of-this-world, wild moonstones can reportedly be found on high mountains, in shadowy places where they are closest to the moon. Sometimes a large group of clefairies - the most widely known pokemons to benefit from these - will find a particularly large fragment of it and would guard it as a village of humans would a holy relic. Handlers hadn't reported any tribe of clefairies and cleffas friendly enough to let them break a small piece off of it for their own usage, but they hadn't mentioned anything about the fairy-types singing them to sleep and tossing them off a cliff either. One can only assume that the pink creatures might be happy in sharing this particular evolution stone with outsiders who ask nicely. And bribe nicely.
  • Shiny Stone
    Shiny stones are...well, shiny. They stand out rather nicely in the mines and the deep mountain passages where they are usually found, and makes for much less digging or second-guessing once someone knows that they are there. However, these stones don't just appear in any mountains passage either; a large number of them are concentrated in the snowy areas to the north - particularly the path of Route One that leads into the pass where the Harper reputedly came from.
  • Sun Stone
    Oddly but very distinctively shaped, these particular evolution items are most likely to be found either in the Navdian Desert, around Navdia, or in the driest of dry plains around Marchton. They are not known particularly for their impassible rarity, but rather people tend to miss them due to either the tall grass, the mud, or something else distracting said people from taking them by aggressive wild pokemons, for sun stones are usually located in areas where humans are scarce and the beasts the most fiercely territorial. It is an irony that this very same item is used to evolve two of the most popular (and cute or beautiful) grass-types, cottonees into whimsicotts, and petilil into liligants. For handlers who decide that going so deep into endless desert or plains are not worth the risk, however, there are merchants and expert stone-finders who can do it for them, and would most likely be happy to hand over such goods at the edge of aforementioned deserts or plains...for a price, of course.
  • Thunder Stone
    A little easier to find while at the same time placing smaller jeopardy in the lives of handlers who want to find a sun stone, there are always thunder stones to be spotted. These, like the sun stones, can be found in the plains around Marchton or Miramossa. They do not require dry or sunny conditions, however, making the job of gathering them slightly less taxing for the brave soul who needs to evolve his raichu. The most popular time to go hunt for a thunder stone is right after a very very bad thunderstorm, complete with lightning and rain, and they have been reported to be nestled within lightning-struck lone trees.
  • Water Stone
    Reflecting the depths of the sea in its azure colorations, water stones are famously found near Seaway City in the wilder, more abandoned beaches or, if further inland, in deep rivers' beds and swamps. Finding them is less of a test in simply looking and more of patience, for despite their color and overall shininess, they often require hours upon hours of raking through seaweed (water stones have a tendency to get in the middle of these and become all but invisible), or mucking through mud and risking quicksand and stinky clothes in the swampier areas. To those who can find them, however, rewards would surely be great, for vaporeons had long since been considered one of the favored water-types of most men and women who chose to make their livelihood off of the sea or rivers.
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Other Evolution Items:
The special stones mentioned above, while the most well-known method of triggering evolution, are certainly not the only ones. There are a plethora of other items which could do the same, but they come in varying shapes and sizes and, of course, places.
  • Deep-Sea Teeth and Scales
    Known well for their ability to evolve clamperls into either of their secondary forms, these special fragments can be found washed ashore on most beaches. Much like water stones, however, people tend to either miss them or not realize that it was exactly what they are looking for, since these items can appear very much like the common sea debris to untrained eyes.
  • Dragon Scale
    This is more or less the same story as that of the deep-sea teeth and scales, although some wild kingdras had been known to be in possession of them when caught in the wild. It is unknown whether or not these shipwreckers actually grow the scales on their bodies, but a sailor or two had relayed stories of kingdras giving it to a human as a gift if they were defeated but not captured, particularly if the human in question has a horsea or seadra.
  • Electrizer
    There had always been various theories about how these items came about, since they can - baffling enough - be found in the wild, especially on mountain summits immediately after or during a bad thunderstorm. Some elders and self-proclaimed wisemen often said that they are a gift from the legendary Zapdos, but the more likely truth is that the mages' guild enchanted special boxes and put them on the summits to collect lightning, hence creating these electrizers.
  • King's Rock
    How this object forms is unknown, but one fact that can be certified is that they are usually found in deep, watery caverns off the coast of Fough Place, Seaway, rarely exposed during the dry seasons in Cypwater Point, or off Route Eleven. It is certainly not very easy to find them - as always, the threat of strong wild pokemons that comes with wandering into such human-scarce places is present - and more times than not they are underwater altogether, but it is certainly not impossible. As with the water stone, finding a King's Rock requires patience - and luck.
  • Magmarizer
    In the same trend as electrizers when it comes to their creation, tales had associated them with the legendary Moltres - only to run up against the wall of "very unlikely." Chances are the mages pulled the same trick, except this time they put the boxes in volcanic tunnels or caves that are extremely close to a volcano instead, with the areas around Navdia being the most popular location.
  • Metal Coat
    This is one of the items that is almost definitely manmade. The film which it is made from does exist in the wild, but in a very unrefined form which evolves a wild onix or scyther only if they stay exposed to it for a long while. The Mage's Guild is largely believed to be the one responsible for processing it to the point where it creates an odd metallic substance that triggers and warps a certain pokemon or two when a legal trade is completed between two handlers immediately. If the refined stuff is found in the wild at all, chances are they had either been dropped by another handler or they had been stolen by a pokemon from a human settlement, and floated around the wild until they are either picked up by an onix or scyther, or lost altogether until someone stumbles upon them.
  • Oval Stone
    Nobody quite understands how the oval stone works when it comes to evolving a happiny into a chansey. The most common and well-received theory is that this serves as a security blanket for the happiny in question, substituting the place for a real offspring. When a happiny wins a battle and levels up with this stone (which, unlike a real egg, is much harder to damage,) they gain the happiness and confidence necessary to evolve. The known fact, however, is that these stones are often find in high, abandoned nests in the taller trees in Edgewood or the pine woods near Route One and Two, and often a chore for a lone and unassisted happiny to reach. In this way, many believe, it is also nature's way of challenging these sweet creatures, for only those with great perseverance and a compassionate heart are worthy of evolving in Arceus's eye - and a rite of adulthood for the baby pokemon.
  • Prism Scale - Much like Deep-Sea Teeth and Scales and Dragon's Scale, the pretty prism scale which evolves an ugly feebas into the fabled and beautiful milotic are usually found washed ashore on wilder beaches. They are perhaps the most likely to be discovered of most marine-related evolution items due to their coloration and easy-to-spot sparkle in the sunlight. Like with the kingdra stories, many had told of how prism scales are actually the scales of old and powerful wild milotics' scales, which only fall off every so often and be allowed to carry into shore as a more benevolent gift than the Kingdra's, requiring no fierce sea battle to acquire it. An interesting thing to note is that prism scales also sometimes show up on the shore of Crater Lake, where the stories of the gyarados-milotic pair famous across Harper Region originate from. To the eye of the wise and the believers, this proves the legendary pair's existence all the more.
  • Protector
    Yet another manmade item, this object is most renown for turning rhydon into the impressive form of rhyperior. There is little doubt that something involving fishy magical gimmicks had to be done to produce this neat little item, but most handlers who get a hand on it don't complain, because it never fails to do its work. These cannot be found in the wild unless it had been stolen from a human settlement, and if a handler does not wish to buy it straight from a mage, he or she had best head to the nearest General Shoppe.
  • Razor Claw
    The myth behind the creation and acquisition of razor claws in the wild had always been a loved one by many travelers. As the stories go, a sneasel apparently only keeps one of its two claws upon evolution and sheds the other one, which it will keep with it as a sign of maturity and strength. A sneasel which challenges a weavile and kills it is allowed to take this razor claw for itself and use it to evolve. This, according to some other wild mass guessing, is yet another demonstration of the twisted laws behind sneasel society - the sneasel which evolves using the claw that it wins is honoring its predecessor by this act, and its very existence a tribute to theirs. It certainly explains the ferocity these creatures display if nothing else - and the ferocity with which they will defend a razor claw they either had or found, an item which usually appears in the far north and the icy regions where sneasels are most commonly found.
  • Razor Fang
    More benign than the stories behind sneasels, weaviles and razor claws, the razor fang is nonetheless the object of many an old housewife's bedtime story. Rather than murder and bloodshed, however, it is believed that the razor fang is instead a gift from an already-evolved gliscor and is instead buried somewhere as a test for another, younger gligar to find and claim. Typically this is how they are found - hidden in the oddest of places scattered across the region, anywhere from an abandoned bird's nest, inside a sleeping snorlax's ear or even in an unwary handler's backpack. They also turn up in fossil dig sites as well, however, and are overall less dangerous to get than tussling over a razor claw with a murderous sneasel.
  • Reaper Cloth
    A mystery item in all its truth, the reaper cloth is stuck with the same stigma as a dusk stone: that they turn up where tragedy had been or, barring that, sights of mass bloodshed or abandonment. Most commonly they are found around Route Ten, in the ghost towns that line that road, hidden in the deepest of places and often guarded by certain ghost-types as a security blanket of sorts. More than one handler had been known to run away with this item without a fight - and sometimes a loyal ghost-type companion too, should he be so skillful with his tongue. Regardless, those who wish to obtain one of these for their beloved dusclops should always beware of competition.


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 Posted: Jul 3 2017, 11:42 PM
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The Pokecard
What is the Pokecard?
    Description: A pokecard isn't actually a card, rather a specially modified and flattened oblong pokeball. It serves a a pokedex, a map, and the activator for any TM or HM disc. It weighs about the same as a full pokeball, but is approximately one and a half inches high, three inches wide, and six inches long, with one end rounded and the other tapering to a point. It may shrink like an ordinary pokeball, down to about the size of a Game Boy cartridge. When shrunken, a cord comes out so that it may be hung around the neck, as is the general practice. The cord cannot be broken by any known means, so it cannot be torn off and cannot be cut off in a fight, though it may be lifted over the head.

    It contains a map of the region, carefully painted onto magically-reinforced leather. The map becomes accessible if you press the button on the top of the ball twice to open it, and folds up again into the ball as it shuts if the action is repeated. This process is automated, and the ball will stretch so that the map is rigid and difficult to damage when fully opened.

    If the button is pressed once when the tapered end is pointed at a pokémon, it will open and show information on that pokémon on a stretch of specially treated parchment that uses magic to display information, store it, and then erase it from the parchment when closed. If the pokémon is not owned by you, it will describe the species, type, level, gender, and health of the pokémon as well as where it may be found. Once a pokémon is captured by you, you can also check its abilities, held items, and moves in addition to the other information.

    To look up a pokémon who is not present, simply speak the name of the pokémon to the device and the parchment will show its information as it is in the memory.

    When opened without pressing the button, it will function as a pokedex of all the pokémon in the region, with the ones you own or have encountered highlighted. It will also display the general habitats of pokémon and how they evolve (you could compare it to seeing a bulbapedia pokémon page, minus the moves).

    It is also used as an identification tool, a sort of trainer ID. It keeps a record of your achievements (basically your level) and the levels of your pokémon team and is the main tool used in the various trades to show your level of expertise, along with your patron (if you have one).

    This is one widely used object that is clearly magical, and is unique in that it is not regarded with hatred or suspicion, simply because it has been around so long and is so useful that no one wants to risk losing it.

    Summary of Functions:
    • Map
    • Pokedex
    • "Trainer ID" (records your character level/general standing with the law)
    • Shrinks to be worn around the neck (unbreakable cord)
    • Activates TMs and HMs
    • Many Others: see Upgrades.
What is an Upgrade?
    A pokecard upgrade is like an app. Visible and obtained simply as a small glowing ball of magic that joins the device, upgrades allow the pokecard to do things it could not do before, such as locating berry trees or lost/hidden items' approximate distance from the character (if any are present). These are rather difficult to obtain because they require a mage to prepare and send them out. The issue, of course, is that the region has little more than healers around the region. The only widely available way to obtain these is to purchase them from the mages' guild.

    Currently, there are several known Upgrades, but more may be created as mages experiment in secret.
      All upgrades are non-transferable and cost 1000 gold each.*
    • Map Upgrade: Locates berry trees (not type-specific)
    • Map Upgrade: Marker (allows markings to be added to/moved around the map)
    • Pokedex Upgrade: Pokemon friendliness check
    • Pokedex Upgrade: Stored pokemon stats check
    • Pokedex Upgrade: Breeding (checks how likely two given pokemon are to mate, and a prediction of how many eggs may be produced)
    • Dowsing for hidden items nearby
    • Pokeball Upgrade: "Dimmer" - diminishes the flash produced when releasing a pokemon to an ember glow inside the ball's open shell.
    • Pokeball Upgrade: "Long-Distance Recall" - allows the pokemon in question to be returned to its ball no matter how far from the ball they might be.
    *Upgrades are often given as promotion prizes. http://files.jcink.net/uploads/harperregion/sprites/emoticons/30.png

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 Posted: Jul 3 2017, 11:51 PM
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Faction Items
Introduced during the First Great Schism event, these items originate from some of the major political powers in the region, and although they are now variously accessible throughout the region in other ways for the most part, their faction of origin remains in control of the bulk of their supply. Certain of these things can be awarded only by that faction still and only under exceptional circumstances, such as in the Blessing of Divine Protection.


The Church of Arceus
Blessings: These are passive, OOC effects that your character won’t actually know is doing anything but, as a believer, will swear something is affected.
    Blessings of Knowledge automatically grant Character EXP, with Small Blessings giving 3 and the Blessed Relic giving 6.

    The Blessing of Luck is a one-time use respawn token. From a freeform spawn pool, choose one pokemon to be rerolled. The new pokemon will be rolled from the next highest rarity tier, but will not go higher than RARE. (i.e.; reroll a purrloin (common) spawn from the pool of uncommon pokemon).

    Blessing of Divine Protection is a permanent Condition effect on your pokemon. It allows the pokemon it is applied on to completely evade damage from either one super effective move OR one regular move and one status move per battle by a spectre of Arceus absorption of the move. Subsequent moves if in a combo will still hit as though the first move hit.
Aptitude Scroll: One-time use item. Scrolls taken from the Library of the Church granted to its followers that can help increase the proficiency of a certain aptitude. No extra Character EXP will be granted when using. Does one of the following:
  • Grants a new aptitude of choice. Starts at Rank 5
  • Grants progress toward a current aptitude
    • If current aptitude is Average (Rank 4-6), that aptitude will increase to the next rank
    • If current aptitude is Low (2-3) or High (7-8), that aptitude will receive 50% progress to the next rank, on top of whatever progress has been already made toward the next rank. 25% progress granted toward ranks 0-1 or 9.
.
Anti-Magic Ward: A charm that negates any magic directed toward the wearer. Magic items in its general vicinity (besides the wearer’s) stop working or begin to malfunction.

The Mage Guild
Emulation Gear: Similar to elemental gear, these items have been tampered with by the Mage's Guild to emulate certain pokemon moves. They respond only to human touch so pokemon may not use them. An extensive list can be found above.

Elemental Enchantment Stone: One time use item. A magical stone that can imbue a mundane item with elemental properties. An accomplished mage must be contracted to enchant the item.

Early Evolution Spell: One-time use enchanted scroll. Allows one pokemon to evolve 5 levels earlier than normal while remaining healthy.



Healing Circle
Healing Rune: One-time use item. A thin, white patch that fully heals one pokemon when applied to the pokeball, even from the brink of death.

Patches: Similar to the X items (X attack, X defend, etc), Patches are consumable items that when applied to pokemon will grant them protection during battles. These last only for a few hours and once used no longer have any effect. They come in packs of five. The primary patches are the Safeguard Patch and the Mist Patch, but others are currently being developed. Come in packs of five, mixed if desired.
    Safeguard Patch: Applies Safeguard to the pokemon during the patch's life cycle. Prevents the pokemon from being afflicted by status conditions
    Mist Patch: Applies mist to the pokemon during the patch's life cycle. Prevents the pokemon's stats from being lowered.
Protection Rings: These are non-elemental rings embedded with a protection charm derived from a pokemon's abilities, mostly centered around protection and status immunity. When worn, the character will be granted protection as if they had that pokemon ability. Prolonged use of the ring may cause the person to develop a small resistance to the ailment, but overuse of the ring will run the risk of potential addiction to its effects. The charm loses its effect in the vicinity of an Anti-Magic Ward. They respond only to human touch so pokemon may not use them.
  • Overcoat Ring - Immune to Weather and Powder moves
  • Bulletproof Ring - Immune to Ball and Bomb moves.
  • Immunity Ring - Immune to Poison
  • Vital Spirit Ring - Immune to Sleep
  • Water Veil Ring - Immune to Burn
  • Limber Ring - Immune to Paralysis
  • Soundproof Ring - Immune to Sound-based moves.
  • Magma Armor Ring - Immune to Freezing
  • Inner Focus Ring - Immune to Flinching
  • Own Tempo Ring - Immune to Confusion
  • Aroma Veil Ring - Immune to Mental Status Afflictions
  • Magic Guard Ring - Immune to Indirect Damage
    .
Second Wind Charm: When held by a pokemon, this item automatically refills health to 50% when it drops below 10%, once per battle.

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 Posted: Jul 3 2017, 11:54 PM
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Other & Assorted Special Items
Type Attracting Incense
    These small items look a lot like large real-world Thurible. Inside is a very specifically magicked cluster of herbs both native and exotic to the region that are specially engineered to attract certain types of pokemon. These items are one use only and can be self-ignited by use of a built in flint that can be clicked to shower sparks over the dry herbs, and can be used either by twirling, swinging, or simply holding them if the area is windy. The incenses will summon anywhere from one to five pokemon to the area, though not necessarily at the same time (the effects lasting for the duration of 2 battles OR 10 posts if no battles are had). If a pokemon's final evolution has at least part of the type that you're burning, it may become curious and appear.

    There are a few general rules for the use of these items:
    • Incenses can only summon pokemon from the route the user is on.
    • The rarer the pokemon is, the fewer will present themselves, so even if you have a dark type attractor, you might not find yourself with a zorua. However, you will always find at least one pokemon of that type appearing. The pull is stronger on pure typed pokemon.
    • Courtesy rule: while you may end up with multiple pokemon, it is something of an unspoken rule that you do not attempt to capture every one, especially of the rarer pokemon unless only one arrives in order to preserve the native population of that species. This also helps to keep the game balanced -- No one user should be able to have, say, a team of six haxorus.
      .
In addition to this, there are a few different kinds of Type Incense that attract differently and have varying levels of rarity as follows in order from rarest to most common (though none are exactly general-store commonplace):
  • The most sought after of all is the Shining Incense, which may or may not be only a rumor. True to its name, this incense will summon a single shiny pokemon.
    .
  • The second rarest are Pure-Type Incenses, such as "Rock-Type Attracting Incense" that summon up to 5 pokemon of a single type. They pull most strongly on pure types, but will also draw dual types and pique the interest of those pokemon who evolve into having a partial type matching the incense. It will not attract pokemon whose previous evolutions were partial-typed.
    For Example, using a poison type incense will attract:
    • Ekans strongly
    • Cascoon average
    • Bulbasaur weakly
    • Bellossom not at all
      .
  • More commonly found are Multi-Type Incenses that will attract multiple types, such as a "Water/Ice-Type Attracting Incense" which pulls most strongly to dual type pokemon of that combination but will attract both water and ice type pokemon. These are weaker and will summon at most 3 pokemon.
    .
  • The most common type of incense are known as Habitat Incense, and will summon up to two pokemon from the area immediately around the user, similar to using sweet scent twice or playing the White Flute. Because items like the flute exist, these are essentially obsolete, but may still be found most frequently of the group around the region.
    .
Leveling Items:
  • Halt Crystal
      This hold item can be used for any pokemon, and will prevent that pokemon from gaining any experience points from battle or training, and is useful if you want to train a pokemon in a move or specific resistance multiple times without outstripping the rest of the team!
      .
  • Transfer Gem Set
      This is a one-use-only item and when given to a young pokemon, that pokemon will gain all of the experience points from a battle fights or training another pokemon completes. It is actually composed of two gems, synchronized by magic, one red and one greenish blue. The red one is given to the pokemon who will not be gaining the exp but who will be doing the work, and the greenish blue gem will be held by the pokemon receiving the experience. After use, the gems will crack and turn to normal stone.
      .
  • Rare Candies
      For every single rare candy a pokemon is given, their level will be increased by one; and for every two rare candies that a pokemon receives together, their happiness level will also be increased by one. Both of these benefits are stable for small amounts of Rare Candies given to a pokemon in a reasonable time frame (think 1-6 Rare Candies over one or two travel posts or in a single Freeform, Training Thread or Development Thread). When the number exceeds 6, however, there are a number of possible negative side effects such as: downward spikes in pokemon happiness, sickness, and when the numbers approach 10, death (think of extreme cases of excessive caffeine). These repercussions can be avoided by spacing out the intervals between which a pokemon is given Rare Candies.
      .
Other Items:
  • Psychic Amulet
      This item is a jewel to be worn by the handler, created by dubious magical means from the crystallization of psychic energy extracted from a dying psychic pokemon. Divorced from consciousness, this amulet allows the handler to communicate with pokemon on their team as would be facilitated by a psychic pokemon. Because of its deeply magical roots, it tends to be both rare and mistrusted by the majority of Harperians; on the other hand, it is also an incredibly useful and highly prized item for the interaction it allows between members of a team.

      This item will ONLY create a bond between handler and already captured pokemon whose pokeballs are in the handler's possession.
      .
  • Sterling Rose
      This item is an intricate replica of a rose, as realistic as though it was grown that way, made of a silvery metal whose colours shift slightly depending on the light. Very few of these items have ever been seen and it is unknown how they were created; the only clue to their appearance in the region is that they began to crop up just before the first expeditions to the Pennant Isles by the general populace began.

      They are items of magic, presumably unearthed by the mages' guild in the ruins, and according to a scrap of ancient writing that had reportedly been magicked to be legible and intelligible to the reader, they appear before those who accomplish great feats in the form of a single, long-stemmed rose that grows before the person in question. The moment this rose is fully grown, it becomes silver, and only the person for whom it grew can pluck it.

      When given to a pokemon -- any pokemon -- that pokemon has only to touch it, and it will shimmer and dissolve. The pokemon will begin to glow with light, similar to an evolution, but when the light clears it will remain unchanged except that it will have become a shiny pokemon.
      .
  • Lugia's Pearl
      This item is a lustrous deep blue "stone," approximately the size of a kiwi fruit. Running through it is an unbreakable cord like that of the pokecards, so that a pokemon may wear it easily. This pearl is rarely found laid in the nests of water/bird pokemon on whom the Mages' guild has experimented, and has a most curious effect. When given to a water type pokemon, they become able to move on land as easily as they would in water, hovering a couple feet off the ground. Strangely, these pokemon are still affected by ground type moves, unlike pokemon with levitate. If given to any other pokemon type, the item will have no effect whatsoever.
      .
  • Vitamins
      Vitamins in the Harper Region function much like in the games in the sense that each one gives a permanent stat boost to the pokemon. Unlike the games, these are treated like in-battle boosts from moves, giving a one-stage increase bonus to the affected stat permanently. You can think of it like a stat modifier in a tabletop game in that way if you are familiar with them. All boosts are based on the pokemon's relative in-game stats and boosts are, of course, compared to other pokemon of the same species. A maximum of twelve (12) vitamins may be used on any one pokemon and boosts will be marked in pokemon profiles as being attributed to the vitamins' use. Further stat increases must be trained in training posts.
      .
  • Apothecary's Protection
      A small stuffed item filled with herbs and healing plants that mimics the pokemon move Substitution. It can be used to the same effect of Substitution, and it is limited to one usage by a pokemon per battle.
      .
  • Anti-Magic Ward
      A stronger and a more stable version of the anti-magic tags that the Church distributed during the Great Schism. There are three types of power, ranking from least to greatest:
      • Basic, which covers a standard room of nine feet by nine feet. Its effect lasts for one hour, and it is the least expensive of the three types. It can be used three times before breaking.
      • Medium, which covers a standard room of nine feet by nine feet. However, its effect lasts for two hours, and is a little more expensive than Basic. It can be used three times before breaking.
      • Super, which covers a larger room of twelve feet by twelve feet and has an effect lasting for four hours. It is extremely expensive and is commonly used by Guardians while owned by the Guardian barracks for investigative purposes.
      .
  • Holy Oil
      Provides protection against the influences of the psychic and the ghost; the consumption by a character stops all psychic interference, including Psychic Amulet. It also allows the user to see past ghost illusions; its effect lasts for one hour.
      .
  • Flame Snuffer
      Extinguishes a small source of light within 3 feet of the item holder, and can only extinguish lights no larger than a standard torch. It does not affect pokemon moves in battle.
      .
  • Prophet's Powder
      A consumable item that must be held by a pokemon in order to be triggered. It allows the user mimic the effect of Foresight regardless of pokemon species. It will dissipate after one use.
      .
  • Specter's Return
      A small, shiny black stone that allows the pokemon holding it to be returned to their pokeball without any flash or noise.
      .
  • Snag Ball
      Will allow your character to "snag" another character's pokeball by enclosing itself around the target pokeball. After release of the "snagged" pokemon and their character, the item will break.
      .
  • Pokeball Lock Jammer
      A small box with an indent on the side serving as a button. It jams all recall and locking mechanisms of pokeballs within a six foot radius and prevents these actions from occurring, although the device itself only has a 35% chance of success.
      .
  • Transport Ball
      This is an item that is mostly Guardian-exclusive. They allow the character to "capture" a criminal or offender's pokeball, and subsequently, the pokemon, for easy transport; they can also be used to transport a wild pokemon for treatment or release elsewhere without capture, such as when returning poached pokemon to their natural habitats. They are relatively cheap, in exchange for being a one use consumable.
      .
Aptitudes-Related
  • Aptitude Scrolls
      Though they are generally referred to as "scrolls", these items may come in the form of books or pamphlets, all written forms of instructions on how to improve oneself and, indeed, improve one's aptitude by increments of either 1-5 xp, 6-10 xp, or 11-15 xp OR allow you to immediately establish an aptitude you previously do not have at a certain level. The more experience point a scroll nets you, the rarer and more expensive it is. These items are currently not on sale in any stores, but they may be given out as part of promotions.

      Certain scrolls, especially those that grant 6+ xp, will always come with a fixed aptitude attached to it and cannot be used in anything else but for that aptitude.

      Scrolls may only be used once. Should the character not possess the aptitude they intend to use it on, they will automatically use it to establish that aptitude and the item will be rendered useless. Hence, it is a choice of either or.
      -
      -
    • Adept's Scrolls :: 1-5 xp (randomized). No fixed aptitude. Can only be used on aptitudes you already possess/cannot be used to establish a new one.
    • Scholar's Scrolls :: 6-10 xp (randomized). Fixed aptitude. Can be used to establish the attached aptitude at level 3.
    • Sage's Scrolls :: 10-15 exp (randomized). Fixed aptitude. Can be used to establish the attached aptitude at level 5.

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