While it is potentially cheating to select only spells burne cannot teach when you create a character... and to select only spells for which you know there is no scroll in a predetermined location in the game; it makes a lot of sense from an in character perspective to not personally reinvent spells you know for a fact burne has for sale. (just ask him what spells he regularly sells early on) Lacking a concise list of his offered spells I have made a new game, and listed all spells he is offering. This list is correct as of 5.8 NC beta game. You can tell what school a spell is by the color of the ribbon on a scroll (or the color of a potion)... Enchantment: Light Blue Evocation: Red Necromancy: Purple Conjuration: Dark Blue Transmutation: Green Illusion: Light Gray (looks almost white in potion form) Abjuration: Orange Divination: Yellow Calculating cost of scrolls, the cost of a scroll is given by its spell level (SL; Cantrips are considered level 0.5) times the minimum caster level to cast it (CL) times 25gp, all of this is added to the cost of costly material component if they exist (most spells do not have those, but for identify this is 100gp for example, while for stone skin it is 500gp). Note that the above gives you the base price, it must then account for markup by merchant. For example, an appraise of 7 resulted in burne giving me a markup of 39%... this means I need to multiply base cost by 1.39 Example: cost of identify scroll (SL1, CL1) is (1*1*25 + 100) * 1.39 = 173.75gp = 173gp 7sp 5cp. Example2: cost of teleport scrolls (SL5, CL9) is (5*9*25) * 1.39 = 1563.75gp As you can see, the costs rise very quickly. faster then the square of the spell level actually. Here is the complete list broken up by spell level SL0: -Detect Magic -Read Magic -Ray of Frost SL1: -Chill Touch -Color Spray -Grease -Identify -Ray of Enfeeblement -Shocking Grasp -Summon Monster 1 -True Strike -Magic Missile -Mage Armor -Shield -Sleep SL2: -Invisibility -Knock -Melf's Acid Arrow -Resist Energy -Summon Monster 2 -Blur -Mirror Image -Protection from Arrows -See Invisibility -Web SL3: -Blink -Dispel Magic -Fireball -Slow -Summon Monster 3 -Lightening Bolt -Rage -Keen Edge SL4: -Charm Monster -Fear -Fire Shield -Invisibility, Greater -Dimension Door -Remove Curse -Globe of Invulnerability, Lesser SL5: -Cloudkill -Feeblemind -Hold Monster -Ice Strom -Teleport -Cone of Cold At first I made the list (which turned out to be complete, I didn't miss a single spell) via manually looking through his item list and writing it down. Thanks to the suggestion from Gaear I went ahead and looked at InvenSource.mes which was a better way to go about things. Burne's store stock refreshes daily (24 in game hours), every time it does, there is a set percentage for each item of appearing. Common Scrolls (90% chance of being in stock): 9288 Magic Missile 9041 Blink 9042 Blur 9055 Charm Monster 9059 Chill Touch 9065 Cloudkill 9066 Color Spray 9072 Cone of Cold 9114 Detect Magic 9123 Dimension Door 9133 Dispel Magic 9165 Fear 9167 Feeblemind 9171 Fireball 9173 Fire Shield 9227 Hold Monster 9229 Grease 9237 Ice Storm 9238 Identify 9244 Invisibility, Greater 9253 Invisibility Uncommon Scrolls (50% chance of being in stock): 9261 Keen Edge 9262 Knock 9275 Lightening Bolt 9280 Mage Armor 9304 Melf's Acid Arrow 9311 Globe of Invulnerability, Lesser 9315 Mirror Image 9367 Protection From Arrows 9383 Ray of Enfeeblement 9384 Ray of Frost 9385 Read Magic 9391 Remove Curse 9400 Resist Energy 9414 See Invisibility 9426 Shield 9431 Shocking Grasp 9438 Sleep 9440 Slow 9467 Summon Monster 1 9468 Summon Monster 2 9469 Summon Monster 3 9492 Teleport 9509 True Strike 9531 Web 9547 Rage Burne's Store's Potions (90% of being in stock): 8008 Haste 8009 Enlarge Person 8010 Invisibility 8013 Bull's Strength 8015 Heroism Also of potential interest, here are the item burne carries in his personal non store inventory: 9385 Scroll of Read Magic 9531 Scroll of Web 9227 Scroll of Hold Monster 9315 Scroll of Mirror Image 9531 Scroll of Web 9237 Scroll of Ice Storm 9466 Scroll of Dominate Monster 4058 Dagger +1 6331 Black Robes 12007 Wand of Magic Missiles (5th) 12008 Chime of Opening 6083 Ring of Protection +2 6335 Hoodless Circlet 6045 Black Leather Boots 6046 Black Leather Gloves 11005 Burne's Moathouse Map 12848 Scholar's Kit silver: 6-18 gold: 200 gems: 14500 (gp's worth?) jewelry: 3000 (gp's worth?) Notice that he carries a scroll of Dominate Monster, but he never offers that specific spell for sale.
mmm... the fact I am still getting new spells showing up even after 4 times of "waiting" 10 days, between visits (ray of frost for example showed up after the 4th time I waited) is interesting... Burne doesn't even know most of these spells if I remember correctly (he can join you) I am led to believe that he just randomly creates an inventory of scrolls every X days with certain weight given to specific scrolls and spell levels. It concerns me that in 5.7.2 his inventory eventually bugs out and becomes static as you progress in the game... so by the time you have the money to buy most of these, he doesn't offer them and never will offer them again. I highly recommend getting as many unique scrolls as you can from him as early as feasible. especially of key spells (aka, ones used for crafting prerequisites)
@taltamir, there is no need to guess or even watch closely. We know exactly which scrolls Burne sells from in invensource.mes entry. We also know the frequency with which they appear, as this setting is dicatated by invensource.mes as well. Many merchant items are intended to be available only some of the time so as to represent the notion that not everyone has everything for sale at all times.
As for Dominate Monster, isn't it broken? I don't think I've ever used it and iirc you can't learn it.
Just 3 are broken... All Die Enslavement The last one I cannot recall right now, some 10th level spell not meant to be for PC's
i am not aware of a spell called all die. Also, mindfog http://www.co8.org/forum/showthread.php?t=8027
That makes sense. The 3 spells, All Die, Enslavement and Infatuation are not meant to be PC spells. The answer I was given is that they were put there for NPCs to use on the party. You can learn them as spells but you cannot memorize or use them in any way.
Actually, they're for testing. Although I am frequently tempted to add a monster who just casts 'all die' on the party.
^ Well, frankly, I think monsters like that would be very suitable for high-level new content. Even the Balor doesn't pack much of a punch with an buffed and armed to teeth level 15 and up party, so us NC fans really need some new challenges. Salamanders in fire node, beholders in Water node are about the only real "tough" fights. Also, maybe too much to ask, but can Zuggy be "enhanced" specially for the NC version, maybe?
You do understand that being for testing, there is no save for these things. You just get charmed / dominated / killed. Thats a tough monster. :blink:
if you want tough monsters you give them PC levels... The balor's weakness is that it is alone... give him two fiend underlings (a minor fiend of some sort), one is wizard 10 and one is cleric 10... and it would become a really deadly fight ... especially if they are set to buff the balor. Maybe give it the right gear too... a vest of escape will make it DEADLY! freedom of movement cannot be under estimated. Although, actually he doesn't need the item, just have his cleric underling cast FOM on him on round 1.
How about using All Die on one PC per round? Kill one PC per round until they beat the encounter. Would be excellent for Hedrack, Zuggtmoy, the failor and the shenshock/commander of troops fight.