[Visit http://rivendell.fortunecity.com/tekken/856/ to view more files!] ----------------------------------------------------------------------------- Name Lvl OB DB Specials ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kobold 1 18 10 Ghoul (Lesser) 1 20 10 Unlife Skeleton 1 25 0 Unlife Nymph (Sea) 1 33 43 Calm Spell Rat (Giant) 1 10 8 Karnelin 1 41 45 Stomp Torkaan 1 20 0 Disease Worm (Carion) 1 34 40 Cobra 2 30 40 Poison Ghost 2 40 35 Unlife Gnome (Cave) 2 20 30 Goblin (w/Flail) 2 20 30 Goblin (w/Swing) 2 40 30 Goblin (w/scim) 2 40 30 Phantom 2 30 20 Unlife, Shock Bolt, Aura Hobgoblin 3 50 25 Gnoll (Cave) 3 35 35 Ghoul (Greater) 3 40 30 Unlife Skeleton (Ice) 3 40 35 Unlife, immune to cold Troglodyte 3 45 30 Very Slow Tatzelwurm 3 60 45 Poison Wispling (Dark) 3 45 40 Pound, Ensnare Bounder 4 55 55 Moves room to room alot Eel (Moray) 4 80 45 Reverant 4 60 45 Unlife, Aura, Limb Pain Orc (Lesser) 4 60 50 Gemsting 4 80 45 Web Gnoll (Ranger) 5 ? 40 Wolverine 5 45 50 Disease Orc (Greater) 5 80 30 Apparition (Dark) 5 50? 30 Unlife,Limb Pain, Blur Mummy (Lesser) 6 40 30 Unlife, Ensnare Firephantom 6 60 20 Unlife, Firestorm, Fire Bolt Fishermen (Spectral)6 50 ?? Unlife, Ensnare Cockatrice 6 60 45 Gaze, Immobilize Troll (Forest) 6 70 29 Bloodbeast 7 65 70 Acid Blood Basilisk 7 70 70 Gaze, Immobilize, Slow Speed Gnoll (Theif) 7 80 30 Lizardmen (Sohl'r) 7 ?? ?? Witch (Sea) 7 65 70 Spider (Greater) 8 75 40 Web Bear (Brown) 8 70 50 Unlife, Disease Threk 8 70 55 Very Fast Golem (Bone) 8 100 30 Unlife, Ensare Death Dirge 9 60 75 Unlife, Immobilize, Calm Manticore 9 75 55 *Gets criticals on you rather easy! Bear (Were) 9 95 68 Unlife, Poison Troll (War) 10 120 70 Marmot (Giant) 10 85 100 Claws, Bite Ogre (Large) 10 80 27 Orc (Grey) 10 90 90 Fire Bolt, Stun Cloud, Moves Alot Chieftan (Sohl'r) 11 95 120 Tremors Wolf (Ghost) 11 100 65 Unlife, Disease, fast speed Troll (Hill) 11 110 70 Golem (Crystal) 12 90 70 Un-stunnable, Stomp Orc (Dark) 12 85 122 Pound Troll (Cave w/mace)12 150 37 Very Slow Troll (Cave w/sswd)12 127 62 Giant (Skeletal) 12 110 40 Unlife Deathwood 13 100 70 Unlife, Waterbolt, Tremors, Call Wind Titan 13 140 85 Weapon Fire, Lightning, Aura, Stomp Spectre 14 90 170 Unlife, fear, wind, stun cloud, cold ball Ogre (Mountain) 14 140 105 Guardian (Cold) 15 100 100 Immune to cold, cold ball Wraith 15 110 110 Unlife, Word of Stun, Fear Wight (Barrow) 15 165 135 Unlife,Fear,Immobile,Life Drain Guardian (Fire) 16 100 100 Immune to heat, fire bolt, fire storm Ghoul (King) 16 125 80 Unlife, Immobilize, Aura Black Stalker 17 165 90 Assassin (Shadow) 18 150 70 Unlife, Weapon Fire, Blur, Invisable Giant (Storm) 18 140 105 Water Bolt, Call Wind, Stomp, pound, Giant (Frost) 19 145 100 Stomp, Cold Ball Spider (Major) 19 120 90 Web (lon duration), extremly fast Golem (Steel) 20 160 105 Un-stunnable, Stomp Wight (Lord) 20 240 160 Unlife, Immobilize, Stun Cloud Tree Spirit 21 140 240 Unlife, Call Lightning, Minor Pain Spider (Servant) 21 207 202 Medium speed Centaur (Red) 23 190 210 Medium speed, ensnare. stomp Spider (Acolyte) 23 219 238 Medium speed. pounds Hound (Zephyr) 24 230 192 Medium speed Spider (Priest) 25 221 224 Conjures Mammoth Aracs, Calls Wind Shard (Greater) 25 250 220 Medium Speed, Stinger Arachnid (mammoth) 27 249 284 Medium speed, log web duration *** These levels are estimated, and could be incorrect. Be particularly suspect of those levels with a question mark after their level. ----------------------------------------------------------------------------- Trachten's True THT's Armor Class Skin | Soft Lthr |Rigid Lthr | Chain | Plate Armor Type 1 2 3 4| 5 6 7 8| 9 10 11 12| 13 14 15 16| 17 18 19 20 ----------- -----------+-----------+-----------+---------------+--------------- QU Penalty 0 0 0 0| 0 0 10 15| 0 5 15 15| 5 10 20 20| 10 20 30 40 Min Man Mod 0 0 0 0| 0 0 5 7| 2 5 7 7| 5 7 12 12| 7 10 17 22 A Crit Rang 10 10 10 10|20 20 20 20|20 20 20 20| 49 49 49 49| 70 70 70 70 | | | | **** 1 Hnd Edged ******| | | | Dagger 86 76 90 94|64 67 71 76|77 85 90 94| 61 71 76 81| 51 60 70 75 Falchion 76 66 80 84|54 57 61 66|53 61 66 70| 37 47 52 57| 27 36 46 51 Hand Axe 81 71 85 89|57 60 64 69|54 62 67 71| 36 46 51 56| 26 35 45 50 Main Gauche 84 74 88 92|62 65 69 74|72 80 85 89| 56 66 71 76| 46 55 65 70 Scimitar 81 71 85 89|57 60 64 69|62 70 75 79| 46 56 61 66| 31 40 50 55 Rapier 66 56 70 74|47 50 54 59|61 69 74 78| 41 51 56 61| 49 58 68 73 Broadsword 76 66 80 84|52 55 59 64|57 65 70 74| 41 51 56 61| 31 40 50 55 Short Sword 71 61 75 79|52 55 59 64|62 70 75 79| 51 61 66 71| 41 50 60 65 | | | | **** 1 Hnd Blunt ******| | | | Club 91 81 95 99|67 70 74 79|67 75 80 84| 51 61 66 71| 36 45 55 60 War Hammer 81 71 85 89|52 55 59 64|57 65 70 74| 31 41 46 51| 21 30 40 45 Mace 81 71 85 89|57 60 64 69|57 65 70 74| 36 46 51 56| 26 35 45 50 Morn Star 76 66 80 84|52 55 59 64|52 60 65 69| 31 41 46 51| 21 30 40 45 Whip 85 75 89 93|62 65 69 74|72 80 85 89| 66 76 81 86| 56 65 75 80 | | | | ******** 2 Hnd ********| | | | Battle Axe 76 66 80 84|49 52 56 61|51 59 64 68| 28 38 43 48| 18 27 37 42 Flail 72 62 76 80|46 49 53 58|47 55 60 64| 28 38 43 48| 18 27 37 42 War Mattock 76 66 80 84|49 52 56 61|51 59 64 68| 26 36 41 46| 13 22 32 37 Staff 91 81 95 99|64 67 71 76|69 77 82 86| 53 63 68 73| 46 55 65 70 2Hnd Sword 71 61 75 79|46 49 53 58|49 57 62 66| 31 41 46 51| 21 30 40 45 | | | | ****** Pole Arm *******| | | | Javelin 82 72 86 90|58 61 65 70|63 71 76 80| 48 58 63 68| 41 50 60 65 Lance 76 66 80 84|48 51 55 60|52 60 65 69| 24 34 39 44| 11 20 30 35 Polearm 78 68 82 86|54 57 61 66|58 66 71 75| 41 51 56 61| 31 40 50 55 Spear 80 70 84 88|57 60 64 69|57 65 70 74| 38 48 53 58| 35 44 54 59 | | | | **** Natural (Claw) ***| | | | Beak,Pincer 58 62 74 83|58 62 69 71|81 89 96 03| 40 48 54 55| 4 11 16 23 Bite 44 48 60 69|58 62 69 71|74 82 89 96| 34 42 48 49| 11 18 23 30 Claw,Talon 41 45 57 66|62 66 73 75|77 85 92 99| 38 46 52 53| 12 19 24 31 Ensnare (1) 05 92 00 96|86 80 72 67|62 59 53 49| 13 10 3 0|-29 -32 -36 -40 Horn,Tusk 42 46 58 67|61 65 72 74|71 79 86 93| 36 44 50 51| 12 19 24 31 RamButtBash 03 90 98 94|89 83 75 70|66 63 57 53| 18 15 8 5|-27 -30 -34 -38 Stinger 40 44 56 65|68 72 79 81|76 84 91 98| 38 46 52 53| 13 20 25 32 Tiny 35 39 51 60|59 63 70 72|74 82 89 96| 35 43 49 50| 9 16 21 28 TramplStomp 24 28 40 49|45 49 56 58|65 73 80 87| 21 29 35 36| 0 7 12 19 Fall,Crush 16 20 32 41|28 32 39 41|51 59 66 73| 4 12 18 19| -9 -2 3 10 (1) Grapple,Grasp,Swing| | | | | | | | ******* Spell *********| | | | Shock Bolt 65 55 70 77|81 80 80 78|75 80 81 78| 18 13 8 5|-24 -29 -36 -41 Water Bolt 57 55 67 71|68 73 78 76|67 74 79 84| 23 26 33 34|-11 -8 0 5 Ice Bolt 53 43 58 65|55 54 54 52|56 61 62 59| 12 7 2 -1|-31 -36 -43 -48 Fire Bolt 25 23 35 39|53 58 63 61|49 56 61 66| 3 6 13 14|-34 -31 -23 -18 Lighting Bt 44 34 49 56|49 48 48 46|56 61 62 59| -4 -9 -14 -17|-44 -49 -56 -61 Cold Ball 1 -1 11 15|24 29 34 32|16 23 28 33|-25 -22 -15 -14|-59 -56 -48 -43 Fire Ball -5 -7 5 9|10 15 20 18| 3 10 15 20|-33 -30 -23 -22|-67 -64 -56 -51 The Simple Stuff ---------------- Well, here it is ... in keeping with Gemstone tradition I've stuck my name as prominently as possible in the title of this file, thus "Trachten's True THT's" :) If any of the data don't live up to the title, please let me know in the "Armor" topic in the BB. Basically, this is meant to be a simple reference. For example, if you are fighting a Kobold wearing light hide (AT 3) and your favorite weapon is a drake falchion, just look in the column for AT 3 and the row of Falchion, and there ya go ... THT 80. Now if yer finding that the Kobolds are a little tough to hit and you want a weapon that has a lower THT than your falch, just scan the column for AT 3 and all the rows for 1 Handed Edged weapons to find the lowest THT. (Hint: it's the rapier) Here's a list of the common armors in Gemstone and their AT's to make things a little easier: Armor AT --------------------- -- Naked 1 Robe 2 Light Hide 3 Heavy Hide 4 Light Leather 5 Full Leather 6 Reinforced Leather 7 Double Leather 8 Leather Breastplate 9 Cuirbouilli Leather 10 Ring Mail 11 Studded Leather 12 Scale Mail 12 Brigandine Armor 12 Chain Mail 13 Double Chain 14 Augmented Chain 15 Chain Hauberk 16 Metal Breastplate 17 Augmented Breastplate 18 Half Plate Armor 19 Full Plate Armor 20 Note that ALL weapons are equivalent to one of the ones listed here, for example if you find a 'rusty fishknife', chances are good it has the same THT as a rapier. Test it by striking at the kobold and checking the THT against the chart. A few of the creatures in the game have kinda wacky THT's that don't show up on this chart. Steel golems in particular are like this, they appear to be AT 4 + 22 vs. 1 Hand Edged weapons. Fortunately these weird THT's are rare. The Complicated Stuff --------------------- The first three rows of the chart give additional info about the various armor types. * QU penalty (DB Only) This is the penalty you get to your QU DB bonus when you wear this armor type. The penalty will not be more than your QU bonus. If your QU bonus is +16 and you are wearing plate armor (-40) you will only be penalized -16. This penalty affects your DB ONLY. * Min Man Mod Penalty (DB and OB) This represents the penalty to both your OB and DB if you are fully trained in a particular armor. If you are not fully trained it will be more. As an example, if you are fully trained in leather breastplate (AT 9), you will lose 2 points of OB AND 2 points of DB when you wear it. For more info about armors and training, see "Taluk's Excellent Armor Guide". Note that Taluk shows the Minimum Man Mod BEFORE it is split in half and rounded, so it doesn't match mine. * A Critical Range This determines how much above the THT critical hits start. For AT 4 with a THT of 84 vs a broadsword, A Crits start at 94. For leather breastplate (AT 9) vs the same weapon, the THT is 57 and crits start 20 above that, at 77. This is theoretically the advantage of the heavier armors. They have lower THT's but wider crit ranges. Unfortunately, the minimum maneuver mod penalties eliminate the advantages of the higher AT armors. Effective Critical THT ---------------------- This is the best way to compare armors. To calculate the effective critical THT for a particular weapon: THT of armor + A Crit Range - Min Maneuver Mod - QU Penalty or your QU bonus, whichever is LESS ------------------------------ Effective Critical THT For example, both AT 9 and AT 10 are popular armor in steel golems. They both have good THT's against the pound ('crush') attack. Let's compare them to see which is really better. In addition, we'll look at AT 4 to see why it's not so popular there. AT 9 AT 10 AT 4 THT vs. crush 51 59 41 Crit Range + 20 + 20 + 10 Min Man Mod - 2 - 5 - 0 QU Penalty - 0 - 5 - 0 ---- ---- ---- 69 69 51 So, both AT 9 and AT 10 have the same effective critical THT (which is almost 20 points higher than AT 4). AT 9 however only penalizes your OB by 2 points, while AT 10 penalizes it by 5, so AT 9 is actually better. Further Info ------------ Gemstone uses the Condensed Combat System from Rolemaster, which is described in 'The Rolemaster Companion, Vol. I'. I've basically taken the data there and put it into a spreadsheet to calculate the actual THT's in the chart above. ----------------------------------------------------------------------------- Taluk's Guide to Armor in GemStoneIII ------------------------------------- Are you confused by the numerous armor types available to you at Anzell's Armory? Want to just forget it all and brave the orcs and hobgoblins, relying on just luck and your quick feet? Are you tired of taking 1 concussion point of damage and dying from a critical hit? Well, if you answered yes to any of these questions, you need to know the advantages and disadvantages of the different types of armor. Basically, armor will reduce your damage taken when hit and reduce the chance of taking a critical strike or reduce its severity. However, you become easier to hit when wearing armor. Your amount of training determines how the armor affects your offensive and defensive bonus. Training is available in soft leather, rigid leather, chain and plate. The following table governs the effects of training and armor type: ------------------------------------------------------ | Minimum Maximum | | Armor Maneuver Maneuver Quickness | | Type Mod Mod Penalty | ------------------------------------------------------ | 1 0 0 0 | NO | 2 0 0 0 | ARMOR | 3 0 0 0 | | 4 0 0 0 | -----------------------------------------------------| | 5 0 0 0 | SOFT | 6 0 -20 0 | LEATHER | 7 -10 -40 10 | | 8 -15 -50 15 | ------------------------------------------------------ | 9 -5 -50 0 | RIGID | 10 -10 -70 5 | LEATHER | 11 -15 -90 15 | | 12 -15 -110 15 | ------------------------------------------------------ | 13 -10 -70 5 | | 14 -15 -90 10 | CHAIN | 15 -25 -120 20 | | 16 -25 -130 20 | ------------------------------------------------------ | 17 -15 -90 10 | | 18 -20 -110 20 | PLATE | 19 -35 -150 30 | | 20 -45 -165 40 | ------------------------------------------------------ Looks kind of intimidating, doesn't it? Well, it's not really that bad. First let's review how the defensive bonus is calculated. Defensive Bonus = a) (quickness stat bonus - armor quickness penalty) b) + spell bonus c) + shield bonus d) + parrying bonus e) + 1/2 the maneuver mod penalty Now, let's say that Taluk the thief has a quickness bonus of +10, and he wears a leather breastplate that is AT 10. The quickness penalty for AT 10 is 5, so effectively his quickness bonus is reduced to 5. Taluk now changes to AT 11 armor. The penalty for AT 11 is 15, but since that would give him a negative value for part a) of the DB, it is considered to be zero. The maneuver mod penalty, as implemented in GemStone III, is halved and applied to both the OB and DB. For example, let's again assume our hero, Taluk, has sufficient training in rigid leather to get the minimum maneuver mod penalty, and he still has a quickness bonus of +10. He is wearing leather breastplate (AT 10) and has no shield, spell or parrying bonus. His DB for this would be: DB = (10 - 5) + 0 + 0 + 0 + 1/2 * (-10) = 0 Let's change things a bit. Assume that Taluk is wearing AT 11 armor and still has enough training for the mimimum penalty. The chart give that as -15, so his DB now is: DB = (10 - 5) + 0 + 0 + 0 + 1/2 * (-15) = -2 (The -7.5 is rounded down.) The DB has gone negative in this case. This is one of the disadvantages inherent with armor. Now you know about how armor is used in GemStone III, but how can you insure that you minimize the penalties you incur when wearing armor? Well, you train, of course! Each skill rank of training in armor is worth +5, even skill ranks over 10. This training is applied to reducing your maneuver penalty. Keeping this in mind, you will see that for each class- ification of armor, you can only train so much before additional training is meaningless. Look at AT 10 on the chart. The maximum manuever mod is -70. The minimum penalty is -10. The difference between the minimum and maximum is 60. The amount of skill ranks required in rigid leather to obtain the minimum penalty therefore is: ranks required = 60 / 5 = 12 For AT 10, more training will not give you any more benefit. However, if you move up to AT 12, the highest armor type of rigid leather, you will need 19 skill ranks of training to receive the minimum penalty. Applying this to the remaining classifications of armor, you get the maximum effective skill rank bonus. This is summarized below. CLASS OF ARMOR MAXIMUM TRAINING -------------- ---------------- Soft Leather 9 Rigid Leather 19 Chain 21 Plate 24 IMPORTANT NOTE: GemStone III uses the condensed combat rules (CCR) found in the RM Companion, Volume I. These rules do not differentiate between armor types so much as the classifications of armor. This means that there is no advantage in wearing AT12 over AT9, as the damage and criticals are calculated from the same table. For right now, it's best to just train for the lowest AT for your chosen class of armor. This will change in the future when a different engagement system is implemented, and when it is I'll update this document to reflect that. ----------------------------------------------------------------------------- Gem List ITEM AVG VALUE VALUE RANGE Almandine Garnet.... 49 43- 90 Amethyst............ 144 93-198 Aquamarine Gem...... 935 915-965 Banded Sardonyx St.. 65 41- 98 Black Jasper........ 52 26- 90 Black Tourmaline.... 127 67-187 Blue Coral.......... 89 81- 97 Blue Cordierite..... 62 35- 92 Blue Lapis Lazuli... 635 405-865 Blue Spinel......... 180 168-198 Blue Topaz.......... 13 6- 17 Blue Tourmaline..... 184 184 Bright Chrysoberyl.. 163 163 Brown Zircon........ 15 9- 19 Carnelian Quartz.... 36 33- 40 Cat's Eye Quartz.... 55 39- 87 Citrine Quartz...... 135 85-185 Clear Sapphire...... 16 15- 17 Clear Topaz......... 12 7- 17 Clear Tourmaline.... 106 71-167 Clear Zircon........ 14 6- 19 Dark Red-Green Bloodstone...... 89 79- 97 Fire Opal........... 76 68- 84 Golden Beryl Gem.... 130 80-173 Golden Topaz........ 676 335-900 Green Aventurine Stone 50 50 Green Garnet........ 292 285-300 Green Malachite St.. 635 480-790 Green Tourmaline.... 171 171 Green Zircon........ 171 171 Iridescent Labradorite Stone ......... 45 29- 89 Lt. Pink Morganite.. 154 154 Piece of Amber...... 69 69 Pink Rhodocrosite Stone......... 548 350-920 Pink Topaz.......... 782 765-805 Pink Tourmaline..... 71 67- 78 Polished Black Coral 48 29- 89 Polished Blue Coral. 59 27- 89 Polished Pink Coral. 788 325-930 Polished Red Coral.. 755 755 Quartz Crystal...... 13 7- 19 Red Jasper.......... 89 79- 97 Red Spinel.......... 162 162 Rock Crystal........ 18 17- 18 Rose Quartz......... 114 82-198 Smoky Topaz......... 907 820-995 Star Diopside....... 14 10- 18 Turquoise Stone..... 598 325-995 Yellow Jasper....... 71 42- 99 Yellow Zircon....... 55 54- 55 ----------------------------------------------------------------------------- ------- Pawn Shop Prices -------- Arm Greaves - 3 coins Wooden Shield - 3 coins Augmented Chain Mail - 200 coins Leather Breastplate - 66 coins Aventail - 3 coins Leather Helm - 3 coins Battle Axe - 43 coins Leg Greaves - 3 coins Brigandine Armor - 150 coins Light Hide - 13 coins Broadsword - 50 coins Light Leather - 26 coins Chain Hauberk - 216 coins Mace - 20 coins Chain Mail - 100 coins Metal Breastplate - 166 coins Commoner's Staff - Worthless Monk's Truncheon - 50 coins Cudgel - Worthless Morning star - 53 coins Cuirbouilli Leather - 83 coins Quarter Staff - Worthless Dagger - Worthless Rapier - 76 coins Double Chain Mail - 166 coins Reinforced Leather - 33 coins Double Leather - 50 coins Reinforced Shield - 3 coins Falchion - 155 coins Ring Mail - 133 coins Flail - 63 coins Ritual Dagger - Worthless Full Leather - 16 coins Scale Mail - 150 coins Halbard - 46 coins Scimitar - 36 coins Hand Axe - 16 coins Short Sword - 23 coins Heavy Hide - 26 coins Studded Leather - 150 coins High Scimitar - 36 coins Two-handed Sword - 66 coins Holy Kukri - Worthless Visored Helm - 6 coins Holy Sapara - 73 coins War Hammer - 50 coins White Blade - 73 coins War Mattock - 50 coins ----------------------------------------------------------------------------- ______________ Wound/Herb Chart / \ ____ ____ \ """""""""""""""" \@| ~| | | |~ | *** From Kelfour Edition 7 *** | |~|__|~| | by Caretaker D'Boldhome | |~ __ ~| | _| |~| |~| |erbs for wounds and scars, compiled from a basic /@| _|~| |~|_ | healing lesson given by Vesitsa Talchild. \_/ ~~~~ ~~~~ / ~~~~~~~~~~~~~ LIMB INJURY HERBS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1- Minor bruises and lacerations Arnuminas Leaf 2- Fractured and bleeding Edram Moss 3- Severed Edram Moss LIMB SCAR 1- Battle scar Dagmather Spine 2- Mangled Curfalakai Fruit 3- Missing Siran Clove HEAD INJURY 1- Minor bruises about the head Rewk Potion 2- Lacerations and a mild concussion Arfandas Stem 3- Bleeding from the ears Arfandas Stem HEAD SCAR 1- Scar across the face Hegheg Root 2- Facial scars Bursthelas Potion 3- Terrible mutilation wounds Bursthelas Potion NERVOUS SYSTEM INJURY 1- Twitching Wifurwif Lichen 2- Sporadic convulsions Belrama Potion 3- Uncontrollable convulsions Belrama Potion NERVOUS SYSTEM SCARS 1- Slurred speech Terbas Leaf 2- Constant spasms Yuth Flower 3- you will never see in nature Yuth Flower BODY INJURIES 1- Minor bruises and cuts Berterin Moss 2- Deep lacerations Pasamar Grass 3- Gashes and serious bleeding Pasamar Grass BODY SCARS 1- Old battle scar Tarnas Potion 2- Painful looking scars Wekwek Potion 3- Terrible permanent mutilation Wekwek Potion EYE INJURIES 1- Irritation Berterin Moss 2- Swollen Pasamar Grass 3- Blinded Pasamar Grass EYE SCARS 1- Black and blue Tarnas Potion 2- Bruises and swelling (maybe) Wekwek Potion 3- Blinded Baldakur Potion ----------------------------------------------------------------------------- [Visit http://rivendell.fortunecity.com/tekken/856/ to view more files!]