Post by Mama Matsi on Jan 10, 2021 16:55:23 GMT -7
These are all of the purchasable items that you can get for in game. Many of these items can also be won in events. If you have any of these items you MAY use it for other Member's horses WITH FULL PERMISSION GIVEN! Admin will need a message from both the Horse's owner and the Mod/Potion owner before using.
Mods and Potions
Base Coat Selection - $5.00 USD - Base Coat Selection allows you to choose the base coat of a foal no matter what is rolled. Admin will still roll the genetics for the color via RNG, but you can choose what color they are. All other colors and mutations will be rolled like normal. - Must be purchased for each breeding it wants to be used in. Wears off after one use.
Magic Intervention Breeding - $5.00 USD - Magic Intervention is used in a breeding with a Horse, or Horses, that have a High Rarity score. This will allow the breeding to not only be successful, but will lower the possible defects down to 10%. - Must be purchased for each breeding it wants to be used in. Wears off after one use.
Sex Change Potion - $10.00 USD - Changes the sex of a horse or unborn foal. Only used once.
Fertility Treatments - $10.00 USD - Treatment for both Mares and Stallions. Raises all horses breeding slot by TWO slots. In mares, it also raises the chance for multiple foals by 50%. - Purchased once, lasts the horse's lifetime.
FERTILITY POTIONS ON HERMAPHRODITE HORSES --- Will only add +1 slot to each sex, and WILL NOT Add a raised twin rate to the female sex. Twins would be too dangerous in A herm, so let the dice gods decide if it will happen at normal rates.
Sterilization Reversal - $20.00 USD - Reverses all sterilizations done by Members. DOES NOT work for horses sterilized by the EWHA (Admin) or by genetic defects.
Level One Stone Selection - $5.00 USD - Used on a pregnant mare. Allows the Breeder to choose the Specific STONE that will be on the foal. Only works for Common Rarities to SemiPrecious Rarities. - Good for only one use, must be purchased every time you want to use it.
Level Two Stone Selection - $10.00 USD - Used on a pregnant mare. Allows the Breeder to choose the Specific STONE that will be on the foal. Only works for Precious Rarities to Rare Rarities. - Good for only one use, must be purchased every time you want to use it.
Mutation Selection - $10.00 USD - Used to add a mutation to a horse. Can be given to an unborn foal as well. Allowed only ONE mutation to be added. - Purchased once for every mutation you want to add. Can only be used once.
Mutation Removal- $10.00 USD - Used to remove a mutation from a horse. Can be given to an unborn foal as well. Allowed only ONE mutation to be removed. - Purchased once for every mutation you want to remove. Can only be used once.
Stat Cap Potion - $10.00 USD - Used to raise the Stat Cap on ALL of a horse's stats by 10 points. - Only used on one horse per purchase.
Name Change Certificate - $10.00 USD - Used to change the official registered show name of a horse. One use per purchase.
Magics
All magics start at Beginner's level when purchased! There is no way around this!
Healing: - $5.00 USD
Beginners Level: - Can clean and heal small scratches and abrasions.
Apprentice Level: - Wound cleaning and healing can effectively heal larger and deeper wounds. Mild poison and Venom sicknesses can also be healed
Mage Level: - Can effectively heal poisoning, Venom, clean mild to moderate infections, quicken the heal of sprains and fractures and heal wounds so they don't have/have only mild scarring.
Masters Level: - Infections, poison, venom, breaks and more are under the Master's control. All masters have a "weak-point", but for the most part, healing is immediate, or quickened when performed by a Master Healer.
------ Cannot harm if not performed correctly. 100% safe during training.
Plants: - $5.00 USD
Beginners Level: - Begins to grow small plants such as clovers, dandelions and grass. These plants don't grow IN THE SHAPE that the horse wants, but they do grow.
Apprentice Level: - Can start to grow ivy plants and bushes/more tree like plants. Nothing huge. The smaller plants will start to move to the horses' will. Colors of flowers can also begin to depend on the horses' will.
Mage Level: - Small trees and large bushes will start to obey the horse. Ivy is like a willing slave.
Masters Level: - All plants will start to obey the horse. They will grow as slow or fast as the horse wills. Branches and vines can be used as weapons or helpers.
------- Can harm when manipulating the vine/branch movement. 90% safe during training.
Illusion: - $10.00 USD
Beginners Level: - Start to bend light slightly. Can cause a smokescreen that is light and short lived.
Apprentice Level: - Smokescreen is almost perfected, and dark. Bending of light is getting better. Can bend light to specific targets, such as eyes of others.
Mage Level: - Light bending is becoming natural. Can start to use bent light to blend into surroundings, but not perfect.
Masters Level: - Perfects the "Invisible" trick of bending light. Smokescreen is dark and thick and can be sustained for long periods of time.
---------- Can harm when bending light to try to camouflage. Bend the light the wrong way and it can cause blindness. 80% safe during training.
Fire: - $10.00 USD
Beginners Level: - Start causing small, harmless sparks and smoke.
Apprentice Level: - Sparks are now burning hot enough to actually ignite something. Smoke can be used as a distraction, but not a hot enough smoke to be controlled.
Mage Level: - Smoke is now hot enough to be controlled. Can sustain and control small flames, not be burned by fire, and have flaming hooves.
Masters Level: - Master of controlling large flames. Can coat body in fire to add more damage to their attacks.
------ Can easily burn when learning, and can accidentally cause wild fires. 60% safe during training.
Electricity: - $10.00 USD
Beginners Level: - Start causing small, harmless sparks and thunder.
Apprentice Level: - Sparks are now shocking enough to cause some pain and twitching, and thunder is loud enough to drown out most sounds.
Mage Level: - Can now sustain small charges. Zaps are strong enough to begin stunning small and medium creatures. Thunder is temporarily deafening.
Masters Level: - Can fully control all electric discharge and thunder. Zaps can be fatal if charged up well enough. Can coat body in a later of constant flowing electricity in a type of armor.
------ Can easily shock when learning, and can accidentally cause temporary paralysis or even flames. 60% safe during training.
Ice: - $10.00 USD
Beginners Level: - Can expel frost and a few flakes of ice or snow. Body temp. is still normal.
Apprentice Level: - Body temp starts to lower a bit from a normal EWHs. Can freeze the ground and water when they want. Small blasts of Ice may be controlled, but not very well.
Mage Level: - Can now freeze plants and small targets, excluding bodies of water. Buckets and bodies of water will start to lightly freeze when touched. Ice blasts are almost perfected and quite a bit larger. Body Temp is about half of what it normally would be.
Masters Level: - Can freeze the water within a small creature or limb of a larger creature. Can create ice based attacks, though a horse tends to specialize in only a few.
------- Can cause accidental frostbite, freezing and other cold damage. 60% safe during training.
Necromancy: - $15.00 USD
Beginners Level: - Can cause a putrid smelling gas (death gas) that works as a smokescreen. Can also create a mild to moderate panic in others when eye contact is met.
Apprentice Level: - Panic ability is now raised to they can cause a mild panic by just looking at their enemy, but a major panic can be created if eyes meet. Can start to bring plants and insects back to life. Plants will die shortly after, but insects can be controlled for about 20 mins.
Mage Level: - Can now bring back small to medium (up to the size of a Medium-large dog) creatures from the dead and control them for about an hour (the larger the size, the less time they can keep them alive). Their Death Gas can be poisonous now if the horse wills it. They are immune to some poisons.
Masters Level: - Immune to most poisons and dark magic. Can re-animate and control large (up to a rhino sized) creatures for up to two hours. Can cause panic very easily. Many of their physical attacks cause panic due to their magic "jumping" like a static shock.
----- Can back fire and kill a horse, or others in the area, if they are not trained right. 30% safe during training.
VooDoo: - $15.00 USD
Beginners Level: - Can cause small curses, such as a bug infestation.
Apprentice Level: - Can cause moderate curses such as infestations, mild physical illness, mild pain and mild nightmares.
Mage Level: - Can create horrible nightmares and waking-dreams. Can create pain and illness bad enough to put a grown stallion in a stall for days. Can start to hypnotize small creatures for short periods of time.
Masters Level: - Can control medium sized creatures for a max of an hour through a type of hypnosis. Can cause an illness that can kill (but takes a lot of energy from the horse). Masters can also be cursed with nightmares, but are immune to other VooDoo based attacks.
--------- Can easily back fire and curse or kill the horse or anyone in the area. 20% safe during training.
Purification: - CANNOT BE PURCHASED. Only Available through Breeding.
All horses born with this are Masters at Birth. Only Found in horses with Dominant Heavenly.
- Horse can dispel all dark magic, auras and poisons from an area. They can cure dark-based curses, banish creatures such as demons, and cause Light Damage to any creature that is considered a dark being. The ones this this magic are as close to Angels or Celestials that an EWH can get.
Curse: - CANNOT BE PURCHASED. Only Available through Breeding.
All horses born with this are Masters at Birth. Only Found in horses with Dominant Hellish.
- Horse can dispel all light magic, auras and purifications from an area. They can get rid of Light based Blessings, banish creatures such as Angels, and cause Dark Damage to any creature that is considered a light or holy being. The ones this this magic are as close to Devils and Demons that an EWH can get.
Mods and Potions
Base Coat Selection - $5.00 USD - Base Coat Selection allows you to choose the base coat of a foal no matter what is rolled. Admin will still roll the genetics for the color via RNG, but you can choose what color they are. All other colors and mutations will be rolled like normal. - Must be purchased for each breeding it wants to be used in. Wears off after one use.
Magic Intervention Breeding - $5.00 USD - Magic Intervention is used in a breeding with a Horse, or Horses, that have a High Rarity score. This will allow the breeding to not only be successful, but will lower the possible defects down to 10%. - Must be purchased for each breeding it wants to be used in. Wears off after one use.
Sex Change Potion - $10.00 USD - Changes the sex of a horse or unborn foal. Only used once.
Fertility Treatments - $10.00 USD - Treatment for both Mares and Stallions. Raises all horses breeding slot by TWO slots. In mares, it also raises the chance for multiple foals by 50%. - Purchased once, lasts the horse's lifetime.
FERTILITY POTIONS ON HERMAPHRODITE HORSES --- Will only add +1 slot to each sex, and WILL NOT Add a raised twin rate to the female sex. Twins would be too dangerous in A herm, so let the dice gods decide if it will happen at normal rates.
Sterilization Reversal - $20.00 USD - Reverses all sterilizations done by Members. DOES NOT work for horses sterilized by the EWHA (Admin) or by genetic defects.
Level One Stone Selection - $5.00 USD - Used on a pregnant mare. Allows the Breeder to choose the Specific STONE that will be on the foal. Only works for Common Rarities to SemiPrecious Rarities. - Good for only one use, must be purchased every time you want to use it.
Level Two Stone Selection - $10.00 USD - Used on a pregnant mare. Allows the Breeder to choose the Specific STONE that will be on the foal. Only works for Precious Rarities to Rare Rarities. - Good for only one use, must be purchased every time you want to use it.
Mutation Selection - $10.00 USD - Used to add a mutation to a horse. Can be given to an unborn foal as well. Allowed only ONE mutation to be added. - Purchased once for every mutation you want to add. Can only be used once.
Mutation Removal- $10.00 USD - Used to remove a mutation from a horse. Can be given to an unborn foal as well. Allowed only ONE mutation to be removed. - Purchased once for every mutation you want to remove. Can only be used once.
Stat Cap Potion - $10.00 USD - Used to raise the Stat Cap on ALL of a horse's stats by 10 points. - Only used on one horse per purchase.
Name Change Certificate - $10.00 USD - Used to change the official registered show name of a horse. One use per purchase.
Magics
All magics start at Beginner's level when purchased! There is no way around this!
Healing: - $5.00 USD
Beginners Level: - Can clean and heal small scratches and abrasions.
Apprentice Level: - Wound cleaning and healing can effectively heal larger and deeper wounds. Mild poison and Venom sicknesses can also be healed
Mage Level: - Can effectively heal poisoning, Venom, clean mild to moderate infections, quicken the heal of sprains and fractures and heal wounds so they don't have/have only mild scarring.
Masters Level: - Infections, poison, venom, breaks and more are under the Master's control. All masters have a "weak-point", but for the most part, healing is immediate, or quickened when performed by a Master Healer.
------ Cannot harm if not performed correctly. 100% safe during training.
Plants: - $5.00 USD
Beginners Level: - Begins to grow small plants such as clovers, dandelions and grass. These plants don't grow IN THE SHAPE that the horse wants, but they do grow.
Apprentice Level: - Can start to grow ivy plants and bushes/more tree like plants. Nothing huge. The smaller plants will start to move to the horses' will. Colors of flowers can also begin to depend on the horses' will.
Mage Level: - Small trees and large bushes will start to obey the horse. Ivy is like a willing slave.
Masters Level: - All plants will start to obey the horse. They will grow as slow or fast as the horse wills. Branches and vines can be used as weapons or helpers.
------- Can harm when manipulating the vine/branch movement. 90% safe during training.
Illusion: - $10.00 USD
Beginners Level: - Start to bend light slightly. Can cause a smokescreen that is light and short lived.
Apprentice Level: - Smokescreen is almost perfected, and dark. Bending of light is getting better. Can bend light to specific targets, such as eyes of others.
Mage Level: - Light bending is becoming natural. Can start to use bent light to blend into surroundings, but not perfect.
Masters Level: - Perfects the "Invisible" trick of bending light. Smokescreen is dark and thick and can be sustained for long periods of time.
---------- Can harm when bending light to try to camouflage. Bend the light the wrong way and it can cause blindness. 80% safe during training.
Fire: - $10.00 USD
Beginners Level: - Start causing small, harmless sparks and smoke.
Apprentice Level: - Sparks are now burning hot enough to actually ignite something. Smoke can be used as a distraction, but not a hot enough smoke to be controlled.
Mage Level: - Smoke is now hot enough to be controlled. Can sustain and control small flames, not be burned by fire, and have flaming hooves.
Masters Level: - Master of controlling large flames. Can coat body in fire to add more damage to their attacks.
------ Can easily burn when learning, and can accidentally cause wild fires. 60% safe during training.
Electricity: - $10.00 USD
Beginners Level: - Start causing small, harmless sparks and thunder.
Apprentice Level: - Sparks are now shocking enough to cause some pain and twitching, and thunder is loud enough to drown out most sounds.
Mage Level: - Can now sustain small charges. Zaps are strong enough to begin stunning small and medium creatures. Thunder is temporarily deafening.
Masters Level: - Can fully control all electric discharge and thunder. Zaps can be fatal if charged up well enough. Can coat body in a later of constant flowing electricity in a type of armor.
------ Can easily shock when learning, and can accidentally cause temporary paralysis or even flames. 60% safe during training.
Ice: - $10.00 USD
Beginners Level: - Can expel frost and a few flakes of ice or snow. Body temp. is still normal.
Apprentice Level: - Body temp starts to lower a bit from a normal EWHs. Can freeze the ground and water when they want. Small blasts of Ice may be controlled, but not very well.
Mage Level: - Can now freeze plants and small targets, excluding bodies of water. Buckets and bodies of water will start to lightly freeze when touched. Ice blasts are almost perfected and quite a bit larger. Body Temp is about half of what it normally would be.
Masters Level: - Can freeze the water within a small creature or limb of a larger creature. Can create ice based attacks, though a horse tends to specialize in only a few.
------- Can cause accidental frostbite, freezing and other cold damage. 60% safe during training.
Necromancy: - $15.00 USD
Beginners Level: - Can cause a putrid smelling gas (death gas) that works as a smokescreen. Can also create a mild to moderate panic in others when eye contact is met.
Apprentice Level: - Panic ability is now raised to they can cause a mild panic by just looking at their enemy, but a major panic can be created if eyes meet. Can start to bring plants and insects back to life. Plants will die shortly after, but insects can be controlled for about 20 mins.
Mage Level: - Can now bring back small to medium (up to the size of a Medium-large dog) creatures from the dead and control them for about an hour (the larger the size, the less time they can keep them alive). Their Death Gas can be poisonous now if the horse wills it. They are immune to some poisons.
Masters Level: - Immune to most poisons and dark magic. Can re-animate and control large (up to a rhino sized) creatures for up to two hours. Can cause panic very easily. Many of their physical attacks cause panic due to their magic "jumping" like a static shock.
----- Can back fire and kill a horse, or others in the area, if they are not trained right. 30% safe during training.
VooDoo: - $15.00 USD
Beginners Level: - Can cause small curses, such as a bug infestation.
Apprentice Level: - Can cause moderate curses such as infestations, mild physical illness, mild pain and mild nightmares.
Mage Level: - Can create horrible nightmares and waking-dreams. Can create pain and illness bad enough to put a grown stallion in a stall for days. Can start to hypnotize small creatures for short periods of time.
Masters Level: - Can control medium sized creatures for a max of an hour through a type of hypnosis. Can cause an illness that can kill (but takes a lot of energy from the horse). Masters can also be cursed with nightmares, but are immune to other VooDoo based attacks.
--------- Can easily back fire and curse or kill the horse or anyone in the area. 20% safe during training.
Purification: - CANNOT BE PURCHASED. Only Available through Breeding.
All horses born with this are Masters at Birth. Only Found in horses with Dominant Heavenly.
- Horse can dispel all dark magic, auras and poisons from an area. They can cure dark-based curses, banish creatures such as demons, and cause Light Damage to any creature that is considered a dark being. The ones this this magic are as close to Angels or Celestials that an EWH can get.
Curse: - CANNOT BE PURCHASED. Only Available through Breeding.
All horses born with this are Masters at Birth. Only Found in horses with Dominant Hellish.
- Horse can dispel all light magic, auras and purifications from an area. They can get rid of Light based Blessings, banish creatures such as Angels, and cause Dark Damage to any creature that is considered a light or holy being. The ones this this magic are as close to Devils and Demons that an EWH can get.